FramebufferShaderGen: Fix upside-down EFB being restored in OpenGL

This commit is contained in:
Stenzek 2019-08-03 01:48:57 +10:00
parent 25b3e5e029
commit d6460e0b18

View File

@ -651,14 +651,11 @@ std::string GenerateEFBRestorePixelShader()
EmitPixelMainDeclaration(ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
ss << "{\n";
ss << " float3 coords = float3(v_tex0.x, "
<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
<< "v_tex0.y, v_tex0.z);\n";
ss << " ocol0 = ";
EmitSampleTexture(ss, 0, "coords");
EmitSampleTexture(ss, 0, "v_tex0");
ss << ";\n";
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
EmitSampleTexture(ss, 1, "coords");
EmitSampleTexture(ss, 1, "v_tex0");
ss << ".r;\n";
ss << "}\n";
return ss.str();