diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 9eda40c8e5..3a612382e6 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -1665,9 +1665,17 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat else out.Write(")) {{\n"); - out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n"); - if (use_dual_source && !(api_type == APIType::D3D && uid_data->uint_output)) - out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n"); + if (uid_data->uint_output) + out.Write("\t\tocol0 = uint4(0, 0, 0, 0);\n"); + else + out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n"); + if (use_dual_source) + { + if (uid_data->uint_output) + out.Write("\t\tocol1 = uint4(0, 0, 0, 0);\n"); + else + out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n"); + } if (per_pixel_depth) { out.Write("\t\tdepth = {};\n", @@ -1795,8 +1803,9 @@ static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data) static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data, bool use_dual_source) { - // D3D requires that the shader outputs be uint when writing to a uint render target for logic op. - if (api_type == APIType::D3D && uid_data->uint_output) + // Some backends require the shader outputs be uint when writing to a uint render target for logic + // op. + if (uid_data->uint_output) { if (uid_data->rgba6_format) out.Write("\tocol0 = uint4(prev & 0xFC);\n"); diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp index 5bbd9f39af..d625ce9c42 100644 --- a/Source/Core/VideoCommon/UberShaderPixel.cpp +++ b/Source/Core/VideoCommon/UberShaderPixel.cpp @@ -1093,8 +1093,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config, " }}\n"); } - // D3D requires that the shader outputs be uint when writing to a uint render target for logic op. - if (api_type == APIType::D3D && uid_data->uint_output) + // Some backends require that the shader outputs be uint when writing to a uint render target for + // logic op. + if (uid_data->uint_output) { out.Write(" if (bpmem_rgba6_format)\n" " ocol0 = uint4(TevResult & 0xFC);\n"