Correct another couple of shader bit problems, found by the analyzer

This commit is contained in:
Henrik Rydgård
2026-07-10 13:51:26 +02:00
parent 28b2b1793b
commit 254e10fd4e
+5 -6
View File
@@ -343,6 +343,11 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
id.SetBits(FS_BIT_SHADER_DEPAL_MODE, 2, (int)shaderDepalMode);
id.SetBits(FS_BIT_SHADER_DEPAL_FORMAT, 3, (int)shaderDepalFormat);
id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
// All framebuffers are array textures in Vulkan now.
if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
}
id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
}
id.SetBit(FS_BIT_LMODE, lmode);
@@ -364,7 +369,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
}
id.SetBit(FS_BIT_ENABLE_FOG, enableFog); // TODO: Will be moved back to the ubershader.
id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
// 2 bits
id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
@@ -395,11 +399,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
id.SetBit(FS_BIT_COLOR_WRITEMASK, colorWriteMask);
// All framebuffers are array textures in Vulkan now.
if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
}
// Stereo support
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
id.SetBit(FS_BIT_STEREO);