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GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.

This corrects the invalid position values in some games when doing attribute-less rendering.
This commit is contained in:
Subv 2018-06-10 13:50:19 -05:00
parent 281fd881a0
commit 004b1b3830
1 changed files with 1 additions and 1 deletions

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@ -538,7 +538,7 @@ private:
// vertex shader, and what's the value of the fourth element when inside a Tess Eval // vertex shader, and what's the value of the fourth element when inside a Tess Eval
// shader. // shader.
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex); ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
return "vec4(0, 0, gl_InstanceID, gl_VertexID)"; return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
default: default:
const u32 index{static_cast<u32>(attribute) - const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)}; static_cast<u32>(Attribute::Index::Attribute_0)};