AnyPS5/core/shader/recompiler/Optimization
LeandroLP23 3334e41e45 fix(shader): read the ancillary render target index as 0
No pre-rasterization stage writes Layer: vertex layer exports are
ignored, so the first layer is used and the render target index field
of the packed ancillary word is 0. The lowering read the Layer builtin
for it instead. AMD's Windows driver drops the color writes of a
fragment shader that consumes an unwritten Layer, which made
agc_driver_relative_ancillary fail on AMD hardware (#4800); lavapipe
returns 0 there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:23:56 +13:00
..
include/Optimization feat(shader): give reads the masked-select pass keeps the whole pixel ancillary word 2026-10-13 13:06:21 +13:00
src fix(shader): read the ancillary render target index as 0 2026-10-13 13:23:56 +13:00