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Ryujinx/Ryujinx.Graphics.Gpu/Shader
riperiperi f23b2878cc
Shader: Add fallback for LDG from "ube" buffer ranges. (#4027)
We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers.

This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader.

Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games.

Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
2022-12-06 23:15:44 +00:00
..
DiskCache Shader: Add fallback for LDG from "ube" buffer ranges. (#4027) 2022-12-06 23:15:44 +00:00
HashTable Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
CachedShaderBindings.cs GPU: Swap bindings array instead of copying (#4003) 2022-12-04 18:18:40 +01:00
CachedShaderProgram.cs GPU: Swap bindings array instead of copying (#4003) 2022-12-04 18:18:40 +01:00
CachedShaderStage.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
ComputeShaderCacheHashTable.cs GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
GpuAccessor.cs GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
GpuAccessorBase.cs Allow SNorm buffer texture formats on Vulkan (#3957) 2022-12-04 15:36:03 -03:00
GpuAccessorState.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
GpuChannelComputeState.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
GpuChannelGraphicsState.cs GPU: Use lazy checks for specialization state (#4004) 2022-12-04 18:41:17 +01:00
GpuChannelPoolState.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
ResourceCounts.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
ShaderAddresses.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
ShaderCache.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
ShaderCacheHashTable.cs GPU: Use lazy checks for specialization state (#4004) 2022-12-04 18:41:17 +01:00
ShaderCacheState.cs Fix inconsistencies in progress reporting (#2129) 2021-03-22 19:40:07 +01:00
ShaderCodeAccessor.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
ShaderDumper.cs Removed unused usings. (#3593) 2022-08-18 18:04:54 +02:00
ShaderDumpPaths.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
ShaderSpecializationList.cs GPU: Use lazy checks for specialization state (#4004) 2022-12-04 18:41:17 +01:00
ShaderSpecializationState.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
TransformFeedbackDescriptor.cs Rename ToSpan to AsSpan (#3556) 2022-08-11 18:07:37 -03:00