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authorJosJuice <josjuice@gmail.com>2022-07-18 18:56:50 +0200
committerJosJuice <josjuice@gmail.com>2022-07-18 18:56:50 +0200
commit1a2bc2eff9a76ae8cd88eff0af24660de4ecd563 (patch)
tree83ccc4289cfff3c1a33a52d2c916725353cf4afe /Source/Core/VideoCommon/TextureConversionShader.cpp
parentbe551b15290519551ea6ec4b9627348b16bf075f (diff)
VideoCommon: Fix CMPR compute shader layout
Looks like a copy-paste gone wrong. The compute shaders for the other formats use a group size of 8 * 8, whereas the CMPR compute shader is supposed to use a flattened 64 * 1 as I understand it.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index ed97c48144..a88202c8c5 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -1119,7 +1119,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
GROUP_SHARED uint2 shared_temp[BLOCKS_PER_GROUP];
- DEFINE_MAIN(GROUP_SIZE, 8)
+ DEFINE_MAIN(GROUP_SIZE, 1)
{
uint local_thread_id = gl_LocalInvocationID.x;
uint block_in_group = local_thread_id / BLOCK_SIZE;