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-rw-r--r--src/core/hle/service/ns/pl_u.cpp12
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp9
3 files changed, 15 insertions, 8 deletions
diff --git a/src/core/hle/service/ns/pl_u.cpp b/src/core/hle/service/ns/pl_u.cpp
index ebefd25aa..da1c46d59 100644
--- a/src/core/hle/service/ns/pl_u.cpp
+++ b/src/core/hle/service/ns/pl_u.cpp
@@ -2,12 +2,12 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <FontChineseSimplified.ttf.h>
-#include <FontChineseTraditional.ttf.h>
-#include <FontExtendedChineseSimplified.ttf.h>
-#include <FontKorean.ttf.h>
-#include <FontNintendoExtended.ttf.h>
-#include <FontStandard.ttf.h>
+#include <FontChineseSimplified.h>
+#include <FontChineseTraditional.h>
+#include <FontExtendedChineseSimplified.h>
+#include <FontKorean.h>
+#include <FontNintendoExtended.h>
+#include <FontStandard.h>
#include "common/common_paths.h"
#include "common/file_util.h"
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 762e58aad..e350113f1 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -1023,7 +1023,7 @@ private:
// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
for (u32 component = 0; component < 4; ++component) {
if (header.IsColorComponentOutputEnabled(render_target, component)) {
- shader.AddLine(fmt::format("color[{}][{}] = {};", render_target, component,
+ shader.AddLine(fmt::format("FragColor{}[{}] = {};", render_target, component,
regs.GetRegisterAsFloat(current_reg)));
++current_reg;
}
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index e1b1a9d73..b0466c18f 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -88,7 +88,14 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
.get_value_or({});
out += R"(
in vec4 position;
-layout(location = 0) out vec4 color[8];
+layout(location = 0) out vec4 FragColor0;
+layout(location = 1) out vec4 FragColor1;
+layout(location = 2) out vec4 FragColor2;
+layout(location = 3) out vec4 FragColor3;
+layout(location = 4) out vec4 FragColor4;
+layout(location = 5) out vec4 FragColor5;
+layout(location = 6) out vec4 FragColor6;
+layout(location = 7) out vec4 FragColor7;
layout (std140) uniform fs_config {
vec4 viewport_flip;