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Add shader non-uniform indexing support
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>
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committed by
KeatonTheBot
co-authored by
AsperTheDog
parent
55aded3a05
commit
541fa63330
@@ -511,6 +511,8 @@ namespace Ryujinx.Graphics.Vulkan
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UniformBufferStandardLayout = supportedPhysicalDeviceVulkan12Features.UniformBufferStandardLayout,
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UniformAndStorageBuffer8BitAccess = supportedPhysicalDeviceVulkan12Features.UniformAndStorageBuffer8BitAccess,
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StorageBuffer8BitAccess = supportedPhysicalDeviceVulkan12Features.StorageBuffer8BitAccess,
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ShaderSampledImageArrayNonUniformIndexing = supportedPhysicalDeviceVulkan12Features.ShaderSampledImageArrayNonUniformIndexing,
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ShaderStorageImageArrayNonUniformIndexing = supportedPhysicalDeviceVulkan12Features.ShaderStorageImageArrayNonUniformIndexing,
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};
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pExtendedFeatures = &featuresVk12;
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@@ -772,6 +772,9 @@ namespace Ryujinx.Graphics.Vulkan
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supportsShaderBallot: false,
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supportsShaderBarrierDivergence: Vendor != Vendor.Intel,
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supportsShaderFloat64: Capabilities.SupportsShaderFloat64,
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supportsShaderNonUniformIndexing:
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featuresVk12.ShaderSampledImageArrayNonUniformIndexing &&
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featuresVk12.ShaderStorageImageArrayNonUniformIndexing,
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supportsTextureGatherOffsets: features2.Features.ShaderImageGatherExtended,
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supportsTextureShadowLod: false,
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supportsVertexStoreAndAtomics: features2.Features.VertexPipelineStoresAndAtomics,
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