Fixed renderdoc input/output textures not working due to render targets
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@ -1023,7 +1023,7 @@ private:
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// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
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// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
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for (u32 component = 0; component < 4; ++component) {
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for (u32 component = 0; component < 4; ++component) {
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if (header.IsColorComponentOutputEnabled(render_target, component)) {
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if (header.IsColorComponentOutputEnabled(render_target, component)) {
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shader.AddLine(fmt::format("color[{}][{}] = {};", render_target, component,
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shader.AddLine(fmt::format("FragColor{}[{}] = {};", render_target, component,
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regs.GetRegisterAsFloat(current_reg)));
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regs.GetRegisterAsFloat(current_reg)));
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++current_reg;
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++current_reg;
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}
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}
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@ -88,7 +88,14 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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.get_value_or({});
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.get_value_or({});
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out += R"(
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out += R"(
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in vec4 position;
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in vec4 position;
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layout(location = 0) out vec4 color[8];
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layout(location = 0) out vec4 FragColor0;
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layout(location = 1) out vec4 FragColor1;
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layout(location = 2) out vec4 FragColor2;
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layout(location = 3) out vec4 FragColor3;
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layout(location = 4) out vec4 FragColor4;
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layout(location = 5) out vec4 FragColor5;
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layout(location = 6) out vec4 FragColor6;
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layout(location = 7) out vec4 FragColor7;
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layout (std140) uniform fs_config {
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layout (std140) uniform fs_config {
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vec4 viewport_flip;
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vec4 viewport_flip;
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