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synced 2026-07-11 01:25:07 +02:00
Correct another couple of shader bit problems, found by the analyzer
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@@ -343,6 +343,11 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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id.SetBits(FS_BIT_SHADER_DEPAL_MODE, 2, (int)shaderDepalMode);
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id.SetBits(FS_BIT_SHADER_DEPAL_FORMAT, 3, (int)shaderDepalFormat);
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id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
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// All framebuffers are array textures in Vulkan now.
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if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
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id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
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}
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id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
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}
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id.SetBit(FS_BIT_LMODE, lmode);
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@@ -364,7 +369,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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}
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id.SetBit(FS_BIT_ENABLE_FOG, enableFog); // TODO: Will be moved back to the ubershader.
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id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
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// 2 bits
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id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
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@@ -395,11 +399,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
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id.SetBit(FS_BIT_COLOR_WRITEMASK, colorWriteMask);
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// All framebuffers are array textures in Vulkan now.
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if (gstate_c.textureIsArray && gstate_c.Use(GPU_USE_FRAMEBUFFER_ARRAYS)) {
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id.SetBit(FS_BIT_SAMPLE_ARRAY_TEXTURE);
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}
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// Stereo support
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if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
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id.SetBit(FS_BIT_STEREO);
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