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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-21 20:52:39 +0100 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-21 21:04:04 +0100 |
commit | b96caf200d047b81554c3839c7a6a7c35b251944 (patch) | |
tree | ac8093a52aa4c9c29824db09ac938699e2891684 /src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | |
parent | TextureCache: Eliminate format deduction as full depth conversion has been supported. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index 4e4ab6a26..d51397a0c 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -10,8 +10,9 @@ layout(binding = 0) uniform sampler2D color_texture; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); - uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; + uvec4 bytes = color << uvec4(24, 16, 8, 0); + uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; - gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); - gl_FragStencilRefARB = int(color.a); + gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); } |