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Fix out-of-bounds shader thread shuffle (#2605)
* Fix out-of-bounds shader thread shuffle * Shader cache version bump
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5 changed files with 10 additions and 7 deletions
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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2546;
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private const ulong ShaderCodeGenVersion = 2605;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -6,5 +6,6 @@ float Helper_Shuffle(float x, uint index, uint mask, out bool valid)
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = (index & ~segMask) | minThreadId;
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valid = srcThreadId <= maxThreadId;
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return valid ? readInvocationARB(x, srcThreadId) : x;
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float v = readInvocationARB(x, srcThreadId);
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return valid ? v : x;
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}
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@ -6,5 +6,6 @@ float Helper_ShuffleDown(float x, uint index, uint mask, out bool valid)
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = gl_SubGroupInvocationARB + index;
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valid = srcThreadId <= maxThreadId;
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return valid ? readInvocationARB(x, srcThreadId) : x;
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float v = readInvocationARB(x, srcThreadId);
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return valid ? v : x;
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}
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@ -1,9 +1,9 @@
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float Helper_ShuffleUp(float x, uint index, uint mask, out bool valid)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint srcThreadId = gl_SubGroupInvocationARB - index;
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valid = srcThreadId >= minThreadId;
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return valid ? readInvocationARB(x, srcThreadId) : x;
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valid = int(srcThreadId) >= int(minThreadId);
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float v = readInvocationARB(x, srcThreadId);
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return valid ? v : x;
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}
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@ -6,5 +6,6 @@ float Helper_ShuffleXor(float x, uint index, uint mask, out bool valid)
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = gl_SubGroupInvocationARB ^ index;
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valid = srcThreadId <= maxThreadId;
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return valid ? readInvocationARB(x, srcThreadId) : x;
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float v = readInvocationARB(x, srcThreadId);
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return valid ? v : x;
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}
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