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| author | JosJuice <josjuice@gmail.com> | 2022-07-18 18:56:50 +0200 |
|---|---|---|
| committer | JosJuice <josjuice@gmail.com> | 2022-07-18 18:56:50 +0200 |
| commit | 1a2bc2eff9a76ae8cd88eff0af24660de4ecd563 (patch) | |
| tree | 83ccc4289cfff3c1a33a52d2c916725353cf4afe /Source/Core/VideoCommon | |
| parent | be551b15290519551ea6ec4b9627348b16bf075f (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')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 2 |
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; |
