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gl_device: Simplify GLASM setting logic

This commit is contained in:
ameerj 2021-07-17 00:59:57 -04:00
parent 56c30dd9e0
commit c9528282d9

View file

@ -172,16 +172,14 @@ Device::Device() {
// uniform buffers as "push constants" // uniform buffers as "push constants"
has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data; has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
use_assembly_shaders = shader_backend = Settings::values.shader_backend.GetValue();
Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM && use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM &&
GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback && GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
GLAD_GL_NV_transform_feedback2; GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
shader_backend = (Settings::values.shader_backend.GetValue() == LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
Settings::ShaderBackend::GLASM) == use_assembly_shaders shader_backend = Settings::ShaderBackend::GLSL;
? Settings::values.shader_backend.GetValue() }
: Settings::ShaderBackend::GLSL;
// Completely disable async shaders for now, as it causes graphical glitches // Completely disable async shaders for now, as it causes graphical glitches
use_asynchronous_shaders = false; use_asynchronous_shaders = false;
// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation. // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
@ -194,11 +192,6 @@ Device::Device() {
LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug); LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}", LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
has_broken_texture_view_formats); has_broken_texture_view_formats);
if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
}
if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) { if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) {
LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported"); LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported");
} }