renderers: Disable async shader compilation
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
This commit is contained in:
parent
be54aad1c4
commit
8390286a89
2 changed files with 5 additions and 3 deletions
|
@ -182,9 +182,11 @@ Device::Device() {
|
|||
? Settings::values.shader_backend.GetValue()
|
||||
: 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);
|
||||
|
|
|
@ -269,7 +269,7 @@ 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{Settings::values.use_asynchronous_shaders.GetValue()},
|
||||
use_asynchronous_shaders{false},
|
||||
workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
|
||||
serialization_thread(1, "yuzu:PipelineSerialization") {
|
||||
const auto& float_control{device.FloatControlProperties()};
|
||||
|
|
Loading…
Reference in a new issue