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Add shader non-uniform indexing support (#91)
This PR marks ALL texture indexes as nonuniform to fix an issue with the paths in Tomodachi Life: Living the Dream on AMD cards. It should have a negligible impact on performance (and it should not have an impact at all on NVIDIA cards!) It's caused by what is called 'implicit non-uniform sampler array indexing'. The idea is basically that some GPUs optimize texture lookups from indexed texture arrays, by assuming that you are never going to index different textures within a single workgroup. What this causes is that visual glitch where a subgroup is tasked with rendering a block of the screen, and in the boundaries some cores are indexing the wrong texture. Co-authored-by: AsperTheDog <guillerman0000@gmail.com> Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/91
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@@ -231,6 +231,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public bool QueryHostSupportsShaderFloat64() => _context.Capabilities.SupportsShaderFloat64;
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public bool QueryHostSupportsShaderNonUniformIndexing() => _context.Capabilities.SupportsShaderNonUniformIndexing;
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public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;
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public bool QueryHostSupportsTextureGatherOffsets() => _context.Capabilities.SupportsTextureGatherOffsets;
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