use the correct fetch shader

This commit is contained in:
Samuliak 2024-09-03 14:26:04 +02:00
parent 953975f5ec
commit 2ee92e53e9

View File

@ -3857,8 +3857,6 @@ static void LatteDecompiler_emitAttributeImport(LatteDecompilerShaderContext* sh
void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext, LatteDecompilerShader* shader)
{
LatteShaderSHRC_UpdateFetchShader();
auto fetchShader = LatteSHRC_GetActiveFetchShader();
bool isRectVertexShader = (static_cast<LattePrimitiveMode>(shaderContext->contextRegisters[mmVGT_PRIMITIVE_TYPE]) == LattePrimitiveMode::RECTS);
StringBuf* src = new StringBuf(1024*1024*12); // reserve 12MB for generated source (we resize-to-fit at the end)
@ -3899,7 +3897,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
inputFetchDefinition += "vid = ((device uint*)indexBuffer)[vid]; // UInt\n";
inputFetchDefinition += "VertexIn in;\n";
for (auto& bufferGroup : fetchShader->bufferGroups)
for (auto& bufferGroup : shaderContext->fetchShader->bufferGroups)
{
std::optional<LatteConst::VertexFetchType2> fetchType;