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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-07-20 08:08:06 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:40 +0200
commit3c6d440015d7ffb81eedbfcd7ee1aab1ea87ee2a (patch)
treee479814ce9cfb14a51c1cf404659f32f0ff61a46 /src/video_core
parentopengl: Fix asynchronous shaders (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp6
-rw-r--r--src/video_core/renderer_vulkan/vk_pipeline_cache.cpp2
2 files changed, 3 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 6afe6c1e1..9692b8e94 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -180,11 +180,9 @@ Device::Device() {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
shader_backend = Settings::ShaderBackend::GLSL;
}
- // Completely disable async shaders for now, as it causes graphical glitches
- use_asynchronous_shaders = false;
// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
- // use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
- // !(is_amd || (is_intel && !is_linux));
+ use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
+ !(is_amd || (is_intel && !is_linux));
use_driver_cache = is_nvidia;
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
index 2ce8b4156..57b163247 100644
--- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
@@ -271,7 +271,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_},
- use_asynchronous_shaders{false},
+ use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
serialization_thread(1, "yuzu:PipelineSerialization") {
const auto& float_control{device.FloatControlProperties()};