vk_shader_decompiler: Skip NDC correction when it is native
Avoid changing gl_Position when the NDC used by the game is [0, 1] (Vulkan's native).
This commit is contained in:
parent
485c21eac3
commit
de918ebeb0
|
@ -1841,7 +1841,7 @@ private:
|
|||
}
|
||||
|
||||
void PreExit() {
|
||||
if (stage == ShaderType::Vertex) {
|
||||
if (stage == ShaderType::Vertex && specialization.ndc_minus_one_to_one) {
|
||||
const u32 position_index = out_indices.position.value();
|
||||
const Id z_pointer = AccessElement(t_out_float, out_vertex, position_index, 2U);
|
||||
const Id w_pointer = AccessElement(t_out_float, out_vertex, position_index, 3U);
|
||||
|
|
|
@ -94,6 +94,7 @@ struct Specialization final {
|
|||
Maxwell::PrimitiveTopology primitive_topology{};
|
||||
std::optional<float> point_size{};
|
||||
std::array<Maxwell::VertexAttribute::Type, Maxwell::NumVertexAttributes> attribute_types{};
|
||||
bool ndc_minus_one_to_one{};
|
||||
|
||||
// Tessellation specific
|
||||
struct {
|
||||
|
|
Loading…
Reference in New Issue