Merge pull request #6741 from stenzek/more-implicit-conversions

TextureConversionShader: Fix more implicit conversion errors
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Stenzek 2018-05-03 14:16:09 +10:00 committed by GitHub
commit ac12d23702
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1 changed files with 3 additions and 2 deletions

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@ -158,7 +158,7 @@ static void WriteSampleFunction(char*& p, const EFBCopyParams& params, APIType A
else
WRITE(p, "Tex0.Sample(samp0, float3(");
WRITE(p, "uv.x + xoffset * pixel_size.x, ");
WRITE(p, "uv.x + float(xoffset) * pixel_size.x, ");
// Reverse the direction for OpenGL, since positive numbers are distance from the bottom row.
if (yoffset != 0)
@ -257,7 +257,8 @@ static void WriteSwizzler(char*& p, const EFBCopyParams& params, EFBCopyFormat f
WRITE(p, " uv0.y = 1.0-uv0.y;\n");
}
WRITE(p, " float2 pixel_size = position.ww / float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT);
WRITE(p, " float2 pixel_size = float2(position.w, position.w) / float2(%d, %d);\n", EFB_WIDTH,
EFB_HEIGHT);
}
static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,