mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-27 20:25:50 +00:00
gl_shader_decompiler: Fix constant buffer size calculation
The divide logic was wrong and can cause an uniform buffer size overflow.
This commit is contained in:
parent
4cd8b2f1f7
commit
436457b6e7
|
@ -14,6 +14,7 @@
|
|||
#include "common/alignment.h"
|
||||
#include "common/assert.h"
|
||||
#include "common/common_types.h"
|
||||
#include "common/div_ceil.h"
|
||||
#include "common/logging/log.h"
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/engines/shader_type.h"
|
||||
|
@ -877,7 +878,7 @@ private:
|
|||
|
||||
u32 binding = device.GetBaseBindings(stage).uniform_buffer;
|
||||
for (const auto& [index, info] : ir.GetConstantBuffers()) {
|
||||
const u32 num_elements = Common::AlignUp(info.GetSize(), 4) / 4;
|
||||
const u32 num_elements = Common::DivCeil(info.GetSize(), 4 * sizeof(u32));
|
||||
const u32 size = info.IsIndirect() ? MAX_CONSTBUFFER_ELEMENTS : num_elements;
|
||||
code.AddLine("layout (std140, binding = {}) uniform {} {{", binding++,
|
||||
GetConstBufferBlock(index));
|
||||
|
|
Loading…
Reference in a new issue