mirror of https://github.com/PCSX2/pcsx2.git
GS:MTL: Avoid uchar in shaders
Intel compiler's uchar codegen is buggy
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@ -338,7 +338,7 @@ struct PSMain
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c.z = sample_c(uv.xw).a;
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c.w = sample_c(uv.zw).a;
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uchar4 i = uchar4(c * 255.5f); // Denormalize value
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uint4 i = uint4(c * 255.5f); // Denormalize value
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if (PS_PAL_FMT == 1)
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return float4(i & 0xF) / 255.f;
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@ -504,9 +504,9 @@ struct PSMain
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}
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else
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{
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uchar4 rt = uchar4(fetch_raw_color() * 255.5f);
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uchar green = (rt.g >> cb.channel_shuffle.green_shift) & cb.channel_shuffle.green_mask;
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uchar blue = (rt.b >> cb.channel_shuffle.blue_shift) & cb.channel_shuffle.blue_mask;
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uint4 rt = uint4(fetch_raw_color() * 255.5f);
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uint green = (rt.g >> cb.channel_shuffle.green_shift) & cb.channel_shuffle.green_mask;
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uint blue = (rt.b >> cb.channel_shuffle.blue_shift) & cb.channel_shuffle.blue_mask;
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return float4(green | blue);
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}
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}
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@ -800,8 +800,8 @@ struct PSMain
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if (PS_SHUFFLE)
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{
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uchar4 denorm_c = uchar4(C);
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uchar2 denorm_TA = uchar2(cb.ta * 255.5f);
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uint4 denorm_c = uint4(C);
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uint2 denorm_TA = uint2(cb.ta * 255.5f);
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C.rb = PS_READ_BA ? C.bb : C.rr;
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if (PS_READ_BA)
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