RADV bug fix (#139)
* Use correct typing for stencil, dispatch launch on UI thread * Clean up some LaunchPath code
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@ -614,7 +614,8 @@ void EmulatorApp::EmulatorThread() {
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if (!path.empty()) {
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// Normalize the path and make absolute.
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auto abs_path = std::filesystem::absolute(path);
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result = emulator_->LaunchPath(abs_path);
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result = app_context().CallInUIThread([this, abs_path]() { return emulator_->LaunchPath(abs_path); });
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if (XFAILED(result)) {
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xe::FatalError(fmt::format("Failed to launch target: {:08X}", result));
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app_context().RequestDeferredQuit();
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@ -2289,7 +2289,7 @@ VkShaderModule VulkanRenderTargetCache::GetTransferShader(
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builder.addCapability(spv::CapabilityStencilExportEXT);
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output_fragment_stencil_ref =
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builder.createVariable(spv::NoPrecision, spv::StorageClassOutput,
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type_int, "gl_FragStencilRefARB");
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type_uint, "gl_FragStencilRefARB");
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builder.addDecoration(output_fragment_stencil_ref,
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spv::DecorationBuiltIn,
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spv::BuiltInFragStencilRefEXT);
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