From 1a2bc2eff9a76ae8cd88eff0af24660de4ecd563 Mon Sep 17 00:00:00 2001 From: JosJuice Date: Mon, 18 Jul 2022 18:56:50 +0200 Subject: [PATCH] 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. --- Source/Core/VideoCommon/TextureConversionShader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 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;