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Fix gl_in being used with built-in variables that are not per-vertex (#1624)
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2 changed files with 2 additions and 1 deletions
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@ -206,7 +206,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string name = builtInAttr.Name;
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string name = builtInAttr.Name;
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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if (config.Stage == ShaderStage.Geometry && (value & AttributeConsts.SpecialMask) == 0 && !isOutAttr)
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{
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{
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name = $"gl_in[{indexExpr}].{name}";
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name = $"gl_in[{indexExpr}].{name}";
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}
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}
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@ -31,6 +31,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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// Note: Those attributes are used internally by the translator
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// Note: Those attributes are used internally by the translator
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// only, they don't exist on Maxwell.
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// only, they don't exist on Maxwell.
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public const int SpecialMask = 0xff << 24;
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public const int FragmentOutputDepth = 0x1000000;
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public const int FragmentOutputDepth = 0x1000000;
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public const int FragmentOutputColorBase = 0x1000010;
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public const int FragmentOutputColorBase = 0x1000010;
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public const int FragmentOutputColorEnd = FragmentOutputColorBase + 8 * 16;
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public const int FragmentOutputColorEnd = FragmentOutputColorBase + 8 * 16;
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