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authorriperiperi <rhy3756547@hotmail.com>2022-12-06 23:15:44 +0000
committerGitHub <noreply@github.com>2022-12-06 23:15:44 +0000
commitf23b2878ccde4e570733e9d225f836c20183fb55 (patch)
tree04b4aecab0367d7d1fd581da6b2bc85fbe7f10c4 /ARMeilleure/Decoders/OpCode32AluBf.cs
parente211c3f00a847f50b286349918e5c51967862e93 (diff)
Shader: Add fallback for LDG from "ube" buffer ranges. (#4027)1.1.440
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.
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