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authorReinUsesLisp <reinuseslisp@airmail.cc>2018-11-10 02:41:33 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2018-11-10 03:10:50 -0300
commite915947a0a644623f1cc3ed6fefa1b49f06a0f2a (patch)
treee171445255a669bf311468f0c005fe2045802627 /src/core/hle/kernel/server_session.cpp
parent7364c759a517377e483b3433abb8b67200136620 (diff)
gl_shader_decompiler: Guard out of bound geometry shader input reads
Geometry shaders follow a pattern that results in out of bound reads. This pattern is: - VSETP to predicate - Use that predicate to conditionally set a register a big number - Use the register to access geometry shaders At the time of writing this commit I don't know what's the intent of this number. Some drivers argue about these out of bound reads. To avoid this issue, input reads are guarded limiting reads to the highest posible vertex input of the current topology (e.g. points to 1 and triangles to 3).
Diffstat (limited to 'src/core/hle/kernel/server_session.cpp')
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