GS:MTL: Bitcast float to uint before casting to uchar4.

Try to avoid ICE on older Metal drivers.
This commit is contained in:
TJnotJT
2026-09-24 02:06:43 -05:00
committed by TellowKrinkle
parent 32d7de1740
commit 529ec5d94c
+3 -3
View File
@@ -268,14 +268,14 @@ struct ConvertToDepthRes
}
};
static float4 primid_to_rgba8(float p)
static float4 uint_to_rgba8(uint i)
{
return float4(as_type<uchar4>(p)) / 255.f;
return float4(as_type<uchar4>(i)) / 255.f;
}
fragment float4 ps_convert_primid_rgba8(ConvertShaderData data [[stage_in]], ConvertPSDepthOrColorRes res)
{
return primid_to_rgba8(res.sample(data.t));
return uint_to_rgba8(as_type<uint>(res.sample(data.t)));
}
fragment DepthOrColorOut ps_depth_copy(ConvertShaderData data [[stage_in]], ConvertPSDepthOrColorRes res)