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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2021-07-20 08:08:06 +0200 |
---|---|---|
committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-23 03:51:40 +0200 |
commit | 3c6d440015d7ffb81eedbfcd7ee1aab1ea87ee2a (patch) | |
tree | e479814ce9cfb14a51c1cf404659f32f0ff61a46 /src/video_core | |
parent | opengl: Fix asynchronous shaders (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 6 | ||||
-rw-r--r-- | src/video_core/renderer_vulkan/vk_pipeline_cache.cpp | 2 |
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()}; |