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TextureCache: Assure full conversions on depth/stencil write shaders.

Fernando Sahmkow пре 4 година
родитељ
комит
4ca6e9a9e2

+ 2 - 2
src/video_core/host_shaders/convert_abgr8_to_d24s8.frag

@@ -3,7 +3,7 @@
 // Refer to the license.txt file included.
 
 #version 450
-// #extension GL_ARB_shader_stencil_export : require
+#extension GL_ARB_shader_stencil_export : require
 
 layout(binding = 0) uniform sampler2D color_texture;
 
@@ -13,5 +13,5 @@ void main() {
     uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
 
     gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
-    // gl_FragStencilRefARB = int(color.a);
+    gl_FragStencilRefARB = int(color.a);
 }

+ 2 - 2
src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag

@@ -3,7 +3,7 @@
 // Refer to the license.txt file included.
 
 #version 450
-// #extension GL_ARB_shader_stencil_export : require
+#extension GL_ARB_shader_stencil_export : require
 
 layout(binding = 0) uniform sampler2D color_texture;
 
@@ -15,5 +15,5 @@ void main() {
                       | (uint(color.r * (exp2(11) - 1.0f)));
 
     gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
-    // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
+    gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
 }

+ 2 - 2
src/video_core/host_shaders/convert_r16g16_to_d24s8.frag

@@ -3,7 +3,7 @@
 // Refer to the license.txt file included.
 
 #version 450
-// #extension GL_ARB_shader_stencil_export : require
+#extension GL_ARB_shader_stencil_export : require
 
 layout(binding = 0) uniform sampler2D color_texture;
 
@@ -14,5 +14,5 @@ void main() {
                       | (uint(color.g * (exp2(16) - 1.0f)) << 16);
 
     gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
-    // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
+    gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
 }