VideoCommon: update ubershader pixel to not enforce d3d when writing color output that has been defined as uints

This commit is contained in:
iwubcode 2022-08-06 16:04:05 -05:00
parent 05135b4f43
commit 637dca680c

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@ -1092,8 +1092,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n"); " }}\n");
} }
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op. // Some backends require that the shader outputs be uint when writing to a uint render target for
if (api_type == APIType::D3D && uid_data->uint_output) // logic op.
if (uid_data->uint_output)
{ {
out.Write(" if (bpmem_rgba6_format)\n" out.Write(" if (bpmem_rgba6_format)\n"
" ocol0 = uint4(TevResult & 0xFC);\n" " ocol0 = uint4(TevResult & 0xFC);\n"