From 894ad74b8776687bdf9699b53c75659fbc757941 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Fri, 22 Nov 2019 04:59:18 -0300 Subject: [PATCH] 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. --- src/video_core/renderer_opengl/gl_shader_cache.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index 41ca005a1..370bdf052 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -279,8 +279,9 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp variant.block_x, variant.block_y, variant.block_z); if (variant.shared_memory_size > 0) { - source += fmt::format("shared uint smem[{}];", - Common::AlignUp(variant.shared_memory_size, 4) / 4); + // TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool + // avoids out of bound stores. Find out why shared memory size is being invalid. + source += fmt::format("shared uint smem[{}];", variant.shared_memory_size); } if (variant.local_memory_size > 0) {