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path: root/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs
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Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs
index 22321543..4128af24 100644
--- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs
+++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs
@@ -66,9 +66,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
if (nvHandle.AsgOp is not Operation handleOp ||
handleOp.Inst != Instruction.Load ||
- handleOp.StorageKind != StorageKind.Input)
+ (handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
{
- // Right now, we only allow bindless access when the handle comes from a shader input.
+ // Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
// This is an artificial limitation to prevent it from being used in cases where it
// would have a large performance impact of loading all textures in the pool.
// It might be removed in the future, if we can mitigate the performance impact.