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[host_shaders] Corrections on mismatchs for SINT on depth formats

lsfg-android
CamilleLaVey 4 weeks ago
parent
commit
d707d241fc
  1. 7
      src/video_core/host_shaders/vulkan_blit_depth_stencil.frag

7
src/video_core/host_shaders/vulkan_blit_depth_stencil.frag

@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@ -5,11 +8,11 @@
#extension GL_ARB_shader_stencil_export : require #extension GL_ARB_shader_stencil_export : require
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) in vec2 texcoord; layout(location = 0) in vec2 texcoord;
void main() { void main() {
gl_FragDepth = textureLod(depth_tex, texcoord, 0).r; gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
gl_FragStencilRefARB = textureLod(stencil_tex, texcoord, 0).r;
gl_FragStencilRefARB = int(textureLod(stencil_tex, texcoord, 0).r);
} }
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