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authorTellowKrinkle <tellowkrinkle@gmail.com>2022-06-01 04:58:13 -0500
committerTellowKrinkle <tellowkrinkle@gmail.com>2022-07-21 20:44:19 -0500
commit716c0980d7424dffafe222c5579851b11193301a (patch)
treee33e66199b301b643c60e65c1a4ad3ba9fc2a6b6 /Source/Core/VideoCommon/TextureCacheBase.cpp
parentb0b5faa79335895a8a0cca71567c5460c9584feb (diff)
VideoBackends: Add Metal renderer
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 2f896027ad..07bbe0aa2e 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -2924,7 +2924,8 @@ bool TextureCacheBase::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, con
auto dispatch_groups =
TextureConversionShaderTiled::GetDispatchCount(info, aligned_width, aligned_height);
- g_renderer->DispatchComputeShader(shader, dispatch_groups.first, dispatch_groups.second, 1);
+ g_renderer->DispatchComputeShader(shader, info->group_size_x, info->group_size_y, 1,
+ dispatch_groups.first, dispatch_groups.second, 1);
// Copy from decoding texture -> final texture
// This is because we don't want to have to create compute view for every layer