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d3d12: Try to fix fragment shaders first test
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98a924874f
commit
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1 changed files with 8 additions and 8 deletions
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@ -415,10 +415,10 @@ void FragmentDecompiler::insertOutputs(std::stringstream & OS)
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OS << "{" << std::endl;
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", m_ctrl & 0x40 ? "r0" : "h0" },
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{ "ocol1", m_ctrl & 0x40 ? "r2" : "h4" },
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{ "ocol2", m_ctrl & 0x40 ? "r3" : "h6" },
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{ "ocol3", m_ctrl & 0x40 ? "r4" : "h8" },
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{ "ocol0", "r0" },
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{ "ocol1", "r2" },
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{ "ocol2", "r3" },
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{ "ocol3", "r4" },
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};
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for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
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@ -469,10 +469,10 @@ void FragmentDecompiler::insertMainEnd(std::stringstream & OS)
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{
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", m_ctrl & 0x40 ? "r0" : "h0" },
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{ "ocol1", m_ctrl & 0x40 ? "r2" : "h4" },
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{ "ocol2", m_ctrl & 0x40 ? "r3" : "h6" },
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{ "ocol3", m_ctrl & 0x40 ? "r4" : "h8" },
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{ "ocol0", "r0" },
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{ "ocol1", "r2" },
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{ "ocol2", "r3" },
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{ "ocol3", "r4" },
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};
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OS << " PixelOutput Out;" << std::endl;
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