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authorGravatar Feng Chen2023-08-23 23:14:37 +0800
committerGravatar Feng Chen2023-09-07 18:01:36 +0800
commite69eebb14a98cf678940ae113abb313ee0284911 (patch)
tree4930595a70a443f4ee758243e0f937150ec7cc16 /src
parentvideo_core: Add missing scissor update when viewport scale offset disable (diff)
downloadyuzu-e69eebb14a98cf678940ae113abb313ee0284911.tar.gz
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video_core: Fix d24r8/s8d24 convert shader build error in moltenvk
Diffstat (limited to 'src')
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_abgr8.frag8
-rw-r--r--src/video_core/host_shaders/convert_s8d24_to_abgr8.frag8
2 files changed, 8 insertions, 8 deletions
diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
index d33131d7c..b81a54056 100644
--- a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
@@ -3,16 +3,16 @@
3 3
4#version 450 4#version 450
5 5
6precision mediump int;
7precision highp float;
8
6layout(binding = 0) uniform sampler2D depth_tex; 9layout(binding = 0) uniform sampler2D depth_tex;
7layout(binding = 1) uniform isampler2D stencil_tex; 10layout(binding = 1) uniform usampler2D stencil_tex;
8 11
9layout(location = 0) out vec4 color; 12layout(location = 0) out vec4 color;
10 13
11void main() { 14void main() {
12 ivec2 coord = ivec2(gl_FragCoord.xy); 15 ivec2 coord = ivec2(gl_FragCoord.xy);
13 uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
14 uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
15
16 highp uint depth_val = 16 highp uint depth_val =
17 uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); 17 uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
18 lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; 18 lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
diff --git a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
index 31db7d426..6a457981d 100644
--- a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
@@ -3,16 +3,16 @@
3 3
4#version 450 4#version 450
5 5
6precision mediump int;
7precision highp float;
8
6layout(binding = 0) uniform sampler2D depth_tex; 9layout(binding = 0) uniform sampler2D depth_tex;
7layout(binding = 1) uniform isampler2D stencil_tex; 10layout(binding = 1) uniform usampler2D stencil_tex;
8 11
9layout(location = 0) out vec4 color; 12layout(location = 0) out vec4 color;
10 13
11void main() { 14void main() {
12 ivec2 coord = ivec2(gl_FragCoord.xy); 15 ivec2 coord = ivec2(gl_FragCoord.xy);
13 uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
14 uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
15
16 highp uint depth_val = 16 highp uint depth_val =
17 uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); 17 uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
18 lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; 18 lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;