Always declare even in bad state on GLSL

This commit is contained in:
Isaac Marovitz 2024-08-11 18:26:45 +01:00 committed by KeatonTheBot
parent 27b5251bd3
commit 27b042ca16

View file

@ -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 (IoDefinition ioDefinition in outputs) foreach (IoDefinition ioDefinition in outputs)