vulkan/ffv1: use u32vec2 for slice offsets

Simplifies calculations slightly.
This commit is contained in:
Lynne
2025-11-04 11:40:07 +01:00
parent 6080db7d23
commit 9860017495
2 changed files with 3 additions and 3 deletions
+2 -2
View File
@@ -114,8 +114,8 @@ void main(void)
{
const uint slice_idx = gl_WorkGroupID.y*gl_NumWorkGroups.x + gl_WorkGroupID.x;
u8buf bs = u8buf(slice_data + slice_offsets[2*slice_idx + 0]);
uint32_t slice_size = slice_offsets[2*slice_idx + 1];
u8buf bs = u8buf(slice_data + slice_offsets[slice_idx].x);
uint32_t slice_size = slice_offsets[slice_idx].y;
rac_init_dec(slice_ctx[slice_idx].c,
bs, slice_size);
+1 -1
View File
@@ -697,7 +697,7 @@ static int init_setup_shader(FFV1Context *f, FFVulkanContext *s,
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.stages = VK_SHADER_STAGE_COMPUTE_BIT,
.mem_quali = "readonly",
.buf_content = "uint32_t slice_offsets",
.buf_content = "u32vec2 slice_offsets",
.buf_elems = 2*f->max_slice_count,
},
{