From e69eebb14a98cf678940ae113abb313ee0284911 Mon Sep 17 00:00:00 2001
From: Feng Chen <vonchenplus@gmail.com>
Date: Wed, 23 Aug 2023 23:14:37 +0800
Subject: [PATCH] video_core: Fix d24r8/s8d24 convert shader build error in
 moltenvk

---
 src/video_core/host_shaders/convert_d24s8_to_abgr8.frag | 8 ++++----
 src/video_core/host_shaders/convert_s8d24_to_abgr8.frag | 8 ++++----
 2 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
index d33131d7c..b81a54056 100644
--- a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
@@ -3,16 +3,16 @@
 
 #version 450
 
+precision mediump int;
+precision highp float;
+
 layout(binding = 0) uniform sampler2D depth_tex;
-layout(binding = 1) uniform isampler2D stencil_tex;
+layout(binding = 1) uniform usampler2D stencil_tex;
 
 layout(location = 0) out vec4 color;
 
 void main() {
     ivec2 coord = ivec2(gl_FragCoord.xy);
-    uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
-    uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
-
     highp uint depth_val =
         uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
     lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
diff --git a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
index 31db7d426..6a457981d 100644
--- a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
@@ -3,16 +3,16 @@
 
 #version 450
 
+precision mediump int;
+precision highp float;
+
 layout(binding = 0) uniform sampler2D depth_tex;
-layout(binding = 1) uniform isampler2D stencil_tex;
+layout(binding = 1) uniform usampler2D stencil_tex;
 
 layout(location = 0) out vec4 color;
 
 void main() {
     ivec2 coord = ivec2(gl_FragCoord.xy);
-    uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
-    uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
-
     highp uint depth_val =
         uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
     lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;