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[util] Enable constant buffer range check for NieR:Automata #1036

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merged 1 commit into from
Apr 30, 2019
Merged

[util] Enable constant buffer range check for NieR:Automata #1036

merged 1 commit into from
Apr 30, 2019

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Bownairo
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This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.

Fixes issue: ValveSoftware/Proton#1543

Reviewed-by: Liam Middlebrook lmiddlebrook@nvidia.com

This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.

Fixes issue: ValveSoftware/Proton#1543

Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
@doitsujin
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doitsujin commented Apr 30, 2019

Is this another case of a shader reading constant buffer data outside of the bound buffer range, but still inside the buffer itself?

I'm willing to accept this as a workaround for now if it doesn't regress anything (this workaround doesn't match D3D11 behaviour), but I feel like we're going to need a real solution eventually, i.e. some way to specify that out-of-bound-range reads return 0 rather than undefined values.

AMD hardware does that anyway, Nvidia doesn't, and both are correct according to the Vulkan spec since robustBufferAccess allows either behaviour.

@doitsujin doitsujin merged commit b92dc14 into doitsujin:master Apr 30, 2019
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2 participants