From f73a182b20970f993abc1f1329dfab1e5d3b3354 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Sun, 29 Apr 2018 17:58:38 -0300 Subject: Properly support multiple vertex buffers, stub 2 ioctls, fix a shader issue, change the way how the vertex buffer size is calculated for the buffers with limit = 0 --- Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'Ryujinx.Graphics/Gal/Shader') diff --git a/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs b/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs index c22f5926..1e0824d2 100644 --- a/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs +++ b/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs @@ -261,13 +261,16 @@ namespace Ryujinx.Graphics.Gal.Shader PrintBlockScope(SubScopeName, IdentationLevel + 1, Cond.Child); } - else if (Node is ShaderIrAsg Asg && IsValidOutOper(Asg.Dst)) + else if (Node is ShaderIrAsg Asg) { - string Expr = GetSrcExpr(Asg.Src, true); + if (IsValidOutOper(Asg.Dst)) + { + string Expr = GetSrcExpr(Asg.Src, true); - Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr); + Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr); - SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";"); + SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";"); + } } else if (Node is ShaderIrOp Op) { -- cgit v1.2.3