gl_shader_cache: Hack shared memory size
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
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@ -279,8 +279,9 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp
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variant.block_x, variant.block_y, variant.block_z);
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variant.block_x, variant.block_y, variant.block_z);
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if (variant.shared_memory_size > 0) {
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if (variant.shared_memory_size > 0) {
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source += fmt::format("shared uint smem[{}];",
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// TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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Common::AlignUp(variant.shared_memory_size, 4) / 4);
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// avoids out of bound stores. Find out why shared memory size is being invalid.
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source += fmt::format("shared uint smem[{}];", variant.shared_memory_size);
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}
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}
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if (variant.local_memory_size > 0) {
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if (variant.local_memory_size > 0) {
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