mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Fix d3d11 depth sample shader.
Also adjust some comments to match updated shader names.
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@ -390,7 +390,7 @@ float4 sample_depth(float2 st, float2 pos)
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}
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else if (PS_DEPTH_FMT == 1)
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{
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// Based on ps_main11 of convert
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// Based on ps_convert_float32_rgba8 of convert
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// Convert a FLOAT32 depth texture into a RGBA color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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@ -398,11 +398,11 @@ float4 sample_depth(float2 st, float2 pos)
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}
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else if (PS_DEPTH_FMT == 2)
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{
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// Based on ps_main12 of convert
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// Based on ps_convert_float16_rgb5a1 of convert
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// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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t = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u));
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t = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * float4(8.0f, 8.0f, 8.0f, 128.0f);
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}
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else if (PS_DEPTH_FMT == 3)
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{
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@ -326,13 +326,13 @@ vec4 sample_depth(vec2 st)
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#elif PS_DEPTH_FMT == 1
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// Based on ps_main11 of convert
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// Based on ps_convert_float32_rgba8 of convert
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// Convert a GL_FLOAT32 depth texture into a RGBA color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
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#elif PS_DEPTH_FMT == 2
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// Based on ps_main12 of convert
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// Based on ps_convert_float16_rgb5a1 of convert
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// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
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@ -650,7 +650,7 @@ vec4 sample_depth(vec2 st, ivec2 pos)
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}
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#elif (PS_DEPTH_FMT == 1)
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{
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// Based on ps_main11 of convert
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// Based on ps_convert_float32_rgba8 of convert
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// Convert a vec32 depth texture into a RGBA color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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@ -658,7 +658,7 @@ vec4 sample_depth(vec2 st, ivec2 pos)
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}
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#elif (PS_DEPTH_FMT == 2)
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{
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// Based on ps_main12 of convert
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// Based on ps_convert_float16_rgb5a1 of convert
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// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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