Fix shader debug description issue.

This commit is contained in:
Henrik Rydgård 2022-11-10 12:14:06 +01:00
parent 0319824a0e
commit 7eee7f2573
2 changed files with 2 additions and 2 deletions

View File

@ -256,7 +256,7 @@ std::string FragmentShaderDesc(const FShaderID &id) {
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero ";
if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround ";
if (id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY) desc << "ReplaceLogic ";
if ((id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "ReplaceLogic ";
if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray ";
if (id.Bit(FS_BIT_STEREO)) desc << "Stereo ";
return desc.str();

View File

@ -300,8 +300,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
}
WRITE(p, "layout (location = 3) out highp float v_fogdepth;\n");
WRITE(p, "invariant gl_Position;\n");
WRITE(p, "invariant gl_Position;\n");
} else if (compat.shaderLanguage == HLSL_D3D11 || compat.shaderLanguage == HLSL_D3D9) {
// Note: These two share some code after this hellishly large if/else.
if (compat.shaderLanguage == HLSL_D3D11) {