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Latte: Add workaround for infinite loop in Fatal Frame shaders
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@ -198,14 +198,20 @@ bool ActiveSettings::ShaderPreventInfiniteLoopsEnabled()
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{
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const uint64 titleId = CafeSystem::GetForegroundTitleId();
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// workaround for NSMBU (and variants) having a bug where shaders can get stuck in infinite loops
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// update: As of Cemu 1.20.0 this should no longer be required
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// Fatal Frame has an actual infinite loop in shader 0xb6a67c19f6472e00 encountered during a cutscene for the second drop (eShop version only?)
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// update: As of Cemu 1.20.0 this should no longer be required for NSMBU/NSLU due to fixes with uniform handling. But we leave it here for good measure
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// todo - Once we add support for loop config registers this workaround should become unnecessary
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return /* NSMBU JP */ titleId == 0x0005000010101C00 ||
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/* NSMBU US */ titleId == 0x0005000010101D00 ||
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/* NSMBU EU */ titleId == 0x0005000010101E00 ||
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/* NSMBU+L US */ titleId == 0x000500001014B700 ||
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/* NSMBU+L EU */ titleId == 0x000500001014B800 ||
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/* NSLU US */ titleId == 0x0005000010142300 ||
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/* NSLU EU */ titleId == 0x0005000010142400;
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/* NSLU EU */ titleId == 0x0005000010142400 ||
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/* Project Zero: Maiden of Black Water (EU) */ titleId == 0x00050000101D0300 ||
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/* Fatal Frame: Maiden of Black Water (US) */ titleId == 0x00050000101D0600 ||
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/* Project Zero: Maiden of Black Water (JP) */ titleId == 0x000500001014D200 ||
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/* Project Zero: Maiden of Black Water (Trial, EU) */ titleId == 0x00050000101D3F00;
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}
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bool ActiveSettings::FlushGPUCacheOnSwap()
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