Latte: Add workaround for infinite loop in Fatal Frame shaders

This commit is contained in:
Exzap 2024-11-17 09:52:44 +01:00
parent c3e29fb619
commit 7b513f1744

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