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Revert "renderers: Disable async shader compilation"

This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
This commit is contained in:
ReinUsesLisp 2021-07-20 03:08:06 -03:00 committed by ameerj
parent 8381490a04
commit 3c6d440015
2 changed files with 3 additions and 5 deletions

View file

@ -180,11 +180,9 @@ Device::Device() {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
shader_backend = Settings::ShaderBackend::GLSL; 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. // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
// use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() && use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
// !(is_amd || (is_intel && !is_linux)); !(is_amd || (is_intel && !is_linux));
use_driver_cache = is_nvidia; use_driver_cache = is_nvidia;
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi); LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);

View file

@ -271,7 +271,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_}, device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_}, update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_}, 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"), workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
serialization_thread(1, "yuzu:PipelineSerialization") { serialization_thread(1, "yuzu:PipelineSerialization") {
const auto& float_control{device.FloatControlProperties()}; const auto& float_control{device.FloatControlProperties()};