gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.

This commit is contained in:
bunnei 2018-08-12 02:22:42 -04:00
parent cb3c50eacc
commit 639ebb39f6

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@ -356,13 +356,13 @@ public:
* @param reg The register to use as the source value. * @param reg The register to use as the source value.
*/ */
void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) { void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem); std::string dest = GetOutputAttribute(attribute);
std::string src = GetRegisterAsFloat(reg); std::string src = GetRegisterAsFloat(reg);
if (!dest.empty()) { if (!dest.empty()) {
// Can happen with unknown/unimplemented output attributes, in which case we ignore the // Can happen with unknown/unimplemented output attributes, in which case we ignore the
// instruction for now. // instruction for now.
shader.AddLine(dest + " = " + src + ';'); shader.AddLine(dest + GetSwizzle(elem) + " = " + src + ';');
} }
} }