use depth mask when writing to depth

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Samuliak 2025-01-17 14:51:25 +01:00
parent 21e7466670
commit 2a218d418f
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5 changed files with 17 additions and 8 deletions

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@ -187,8 +187,8 @@ struct LatteDecompilerShader
// analyzer stage (pixel outputs)
uint32 pixelColorOutputMask{ 0 }; // from LSB to MSB, 1 bit per written output. 1 if written (indices of color attachments)
// analyzer stage (depth write)
bool depthWritten{ false };
// analyzer stage (depth output)
bool depthMask{ false };
// analyzer stage (geometry shader parameters/inputs)
uint32 ringParameterCount{ 0 };
uint32 ringParameterCountFromPrevStage{ 0 }; // used in geometry shader to hold VS ringParameterCount