skip bindings for framebuffer fetched textures

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Samuliak 2025-01-19 11:23:00 +01:00
parent db8c7de236
commit 29cd6989c1
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@ -511,7 +511,7 @@ namespace LatteDecompiler
// for Vulkan we use consecutive indices // for Vulkan we use consecutive indices
for (sint32 i = 0; i < LATTE_NUM_MAX_TEX_UNITS; i++) for (sint32 i = 0; i < LATTE_NUM_MAX_TEX_UNITS; i++)
{ {
if (!decompilerContext->output->textureUnitMask[i]) if (!decompilerContext->output->textureUnitMask[i] || decompilerContext->shader->textureRenderTargetIndex[i] != 255)
continue; continue;
decompilerContext->output->resourceMappingMTL.textureUnitToBindingPoint[i] = decompilerContext->currentTextureBindingPointMTL; decompilerContext->output->resourceMappingMTL.textureUnitToBindingPoint[i] = decompilerContext->currentTextureBindingPointMTL;
decompilerContext->currentTextureBindingPointMTL++; decompilerContext->currentTextureBindingPointMTL++;