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gl_shader_decompiler: Fix constant buffer size calculation
The divide logic was wrong and can cause an uniform buffer size overflow.
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4cd8b2f1f7
commit
436457b6e7
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@ -14,6 +14,7 @@
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#include "common/alignment.h"
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/div_ceil.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/engines/shader_type.h"
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@ -877,7 +878,7 @@ private:
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u32 binding = device.GetBaseBindings(stage).uniform_buffer;
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u32 binding = device.GetBaseBindings(stage).uniform_buffer;
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for (const auto& [index, info] : ir.GetConstantBuffers()) {
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for (const auto& [index, info] : ir.GetConstantBuffers()) {
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const u32 num_elements = Common::AlignUp(info.GetSize(), 4) / 4;
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const u32 num_elements = Common::DivCeil(info.GetSize(), 4 * sizeof(u32));
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const u32 size = info.IsIndirect() ? MAX_CONSTBUFFER_ELEMENTS : num_elements;
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const u32 size = info.IsIndirect() ? MAX_CONSTBUFFER_ELEMENTS : num_elements;
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code.AddLine("layout (std140, binding = {}) uniform {} {{", binding++,
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code.AddLine("layout (std140, binding = {}) uniform {} {{", binding++,
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GetConstBufferBlock(index));
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GetConstBufferBlock(index));
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