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
This commit is contained in:
AsperTheDog
2026-05-14 08:59:10 +00:00
committed by greem
parent dcac29680a
commit c0078088dd
11 changed files with 74 additions and 5 deletions

View File

@@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public readonly bool SupportsShaderBallot;
public readonly bool SupportsShaderBarrierDivergence;
public readonly bool SupportsShaderFloat64;
public readonly bool SupportsShaderNonUniformIndexing;
public readonly bool SupportsTextureShadowLod;
public readonly bool SupportsViewportMask;
@@ -20,6 +21,7 @@ namespace Ryujinx.Graphics.Shader.Translation
bool supportsShaderBallot,
bool supportsShaderBarrierDivergence,
bool supportsShaderFloat64,
bool supportsShaderNonUniformIndexing,
bool supportsTextureShadowLod,
bool supportsViewportMask)
{
@@ -30,6 +32,7 @@ namespace Ryujinx.Graphics.Shader.Translation
SupportsShaderBallot = supportsShaderBallot;
SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
SupportsShaderFloat64 = supportsShaderFloat64;
SupportsShaderNonUniformIndexing = supportsShaderNonUniformIndexing;
SupportsTextureShadowLod = supportsTextureShadowLod;
SupportsViewportMask = supportsViewportMask;
}