mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Make sure both bitwise values are unsigned for ps_convert_float32_float24 depth.
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@ -240,7 +240,7 @@ float rgb5a1_to_depth16(float4 val)
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float ps_convert_float32_float24(PS_INPUT input) : SV_Depth
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float ps_convert_float32_float24(PS_INPUT input) : SV_Depth
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{
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{
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// Truncates depth value to 24bits
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// Truncates depth value to 24bits
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uint d = uint(sample_c(input.t).r * exp2(32.0f)) & 0xFFFFFF;
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uint d = uint(sample_c(input.t).r * exp2(32.0f)) & 0xFFFFFFu;
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return float(d) * exp2(-32.0f);
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return float(d) * exp2(-32.0f);
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}
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}
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@ -148,7 +148,7 @@ float rgb5a1_to_depth16(vec4 unorm)
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void ps_convert_float32_float24()
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void ps_convert_float32_float24()
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{
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{
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// Truncates depth value to 24bits
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// Truncates depth value to 24bits
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uint d = uint(sample_c().r * exp2(32.0f)) & 0xFFFFFF;
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uint d = uint(sample_c().r * exp2(32.0f)) & 0xFFFFFFu;
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gl_FragDepth = float(d) * exp2(-32.0f);
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gl_FragDepth = float(d) * exp2(-32.0f);
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}
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}
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#endif
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#endif
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@ -218,7 +218,7 @@ float rgb5a1_to_depth16(vec4 unorm)
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void ps_convert_float32_float24()
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void ps_convert_float32_float24()
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{
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{
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// Truncates depth value to 24bits
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// Truncates depth value to 24bits
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uint d = uint(sample_c(v_tex).r * exp2(32.0f)) & 0xFFFFFF;
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uint d = uint(sample_c(v_tex).r * exp2(32.0f)) & 0xFFFFFFu;
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gl_FragDepth = float(d) * exp2(-32.0f);
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gl_FragDepth = float(d) * exp2(-32.0f);
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}
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}
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#endif
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#endif
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@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 51;
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static constexpr u32 SHADER_CACHE_VERSION = 52;
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