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video_core: Fix d24r8/s8d24 convert shader build error in moltenvk

This commit is contained in:
Feng Chen 2023-08-23 23:14:37 +08:00
parent 0145c89879
commit e69eebb14a
2 changed files with 8 additions and 8 deletions

View file

@ -3,16 +3,16 @@
#version 450 #version 450
precision mediump int;
precision highp float;
layout(binding = 0) uniform sampler2D depth_tex; layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform isampler2D stencil_tex; layout(binding = 1) uniform usampler2D stencil_tex;
layout(location = 0) out vec4 color; layout(location = 0) out vec4 color;
void main() { void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
highp uint depth_val = highp uint depth_val =
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;

View file

@ -3,16 +3,16 @@
#version 450 #version 450
precision mediump int;
precision highp float;
layout(binding = 0) uniform sampler2D depth_tex; layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform isampler2D stencil_tex; layout(binding = 1) uniform usampler2D stencil_tex;
layout(location = 0) out vec4 color; layout(location = 0) out vec4 color;
void main() { void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
highp uint depth_val = highp uint depth_val =
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;