FramebufferShaderGen: Don't emit SV_SampleIndex when not using SSAA

This commit is contained in:
Stenzek 2019-04-28 15:26:21 +10:00
parent 906ccdb1b4
commit 51154d6907

View File

@ -410,9 +410,12 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
{
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, samples > 1);
EmitPixelMainDeclaration(ss, 1, 0, "float4",
EmitPixelMainDeclaration(
ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ?
(g_ActiveConfig.bSSAA ?
"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
"in float4 ipos : SV_Position, ") :
"");
ss << "{\n";
ss << " int layer = int(v_tex0.z);\n";