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.
This commit is contained in:
JosJuice 2022-07-18 18:56:50 +02:00
parent be551b1529
commit 1a2bc2eff9
1 changed files with 1 additions and 1 deletions

View File

@ -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;