blitter: Fix the sample used in the DS depth blitter shader

Since we can't properly resolve the depth buffer, we have to use one
samole, so use the sample 0 and not a random value from tc.z.

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>.
macos/master
Gert Wollny 3 years ago
parent 4193c10211
commit 3074ba26c0
  1. 4
      src/vrend_blitter.h

@ -132,14 +132,14 @@
"uniform sampler%s samp;\n" \
"in vec4 tc;\n" \
"void main() {\n" \
" gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \
" gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
"}\n"
#define FS_TEXFETCH_DS_MSAA_BODY_GLES \
"uniform mediump sampler%s samp;\n" \
"in vec4 tc;\n" \
"void main() {\n" \
" gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \
" gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
"}\n"

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