Always declare even in bad state on GLSL

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Isaac Marovitz 2024-08-11 18:26:45 +01:00
parent 72616a3ea9
commit 21ad6d4a0a
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@ -512,13 +512,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend) if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
{ {
IoDefinition firstOutput = outputs.ElementAtOrDefault(0); IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
if (firstOutput.Location + 1 == secondOutput.Location) DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
{ outputs = outputs.Skip(2);
DeclareOutputDualSourceBlendAttribute(context, firstOutput.Location);
outputs = outputs.Skip(2);
}
} }
foreach (var ioDefinition in outputs) foreach (var ioDefinition in outputs)