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authorZephyron <zephyron@citron-emu.org>2025-01-26 16:13:05 +1000
committerMike Lothian <mike@fireburn.co.uk>2025-05-11 14:29:04 +0100
commit9697037644ec28e4e5c65b1dd2f65e1558ebdc68 (patch)
tree8742e0d741291ebc3645ba3539b1718c3be5fce0 /src/video_core/buffer_cache/buffer_cache.cpp
parent14378f5c168c453ab41bcf333578abef91ec53fe (diff)
buffer_cache: Simplify storage buffer binding logic
Reverts overly restrictive storage buffer validation and size calculation that was causing rendering issues in The Legend of Zelda: Tears of the Kingdom, particularly in underground/depth areas. The simplified approach: - Uses GetMemoryLayoutSize() instead of manual page probing - Removes unnecessary 4GB memory bounds validation - Streamlines address translation and alignment handling This fixes numerous reported cases of missing or corrupted rendering in TOTK's underground areas where storage buffer operations are heavily used for depth-related effects.
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