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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-09-04 20:03:51 +0200
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-09-04 20:03:51 +0200
commit6177cbdbe175c4bfc9387c1918340d71766dad18 (patch)
tree2f1217b30b97834dd1986564e7538dcd04cfc423
parentgl_device: Disable precise in fragment shaders on bugged drivers (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 50aa73d0e..a5cc1a86f 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -826,7 +826,7 @@ private:
// AMD's proprietary GLSL compiler emits ill code for variable component access.
// To bypass this driver bug generate 4 ifs, one per each component.
const std::string pack = code.GenerateTemporary();
- code.AddLine("vec4 {} = {}[{} >> 2];", pack, GetConstBuffer(cbuf->GetIndex()),
+ code.AddLine("uvec4 {} = {}[{} >> 2];", pack, GetConstBuffer(cbuf->GetIndex()),
final_offset);
const std::string result = code.GenerateTemporary();