JinxRyu/Ryujinx.Graphics.Shader/Translation/Optimizations
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
..
BindlessElimination.cs Fix bindless 1D textures having a buffer type on the shader (#3697) 2022-09-13 08:53:55 +02:00
BindlessToIndexed.cs Move shader resource descriptor creation out of the backend (#2290) 2021-05-19 23:15:26 +02:00
BranchElimination.cs Initial work 2020-01-09 02:13:00 +01:00
ConstantFolding.cs Transform shader LDC into constant buffer access if offset is constant (#3672) 2022-09-07 20:25:22 -03:00
GlobalToStorage.cs Shader: Add fallback for LDG from "ube" buffer ranges. (#4027) 2022-12-06 23:15:44 +00:00
HalfConversion.cs Initial work 2020-01-09 02:13:00 +01:00
Optimizer.cs Shader: Add fallback for LDG from "ube" buffer ranges. (#4027) 2022-12-06 23:15:44 +00:00
Simplification.cs Initial work 2020-01-09 02:13:00 +01:00
Utils.cs Fix bindless/global memory elimination with inverted predicates (#2826) 2021-11-08 12:57:28 -03:00