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d3d12/gl: Use r1 as depth output.
The "Output_from_h0" flag seems to concern color output. There might be another flag for depth from half float value.
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2 changed files with 23 additions and 5 deletions
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@ -133,7 +133,17 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
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}
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
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{
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{
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/** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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//OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
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OS << " gl_FragDepth = r1.z;\n";
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}
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}
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OS << "}" << std::endl;
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}
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