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renderers: Disable async shader compilation
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
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@ -182,9 +182,11 @@ Device::Device() {
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? Settings::values.shader_backend.GetValue()
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: Settings::ShaderBackend::GLSL;
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// Completely disable async shaders for now, as it causes graphical glitches
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use_asynchronous_shaders = false;
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux));
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// use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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// !(is_amd || (is_intel && !is_linux));
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use_driver_cache = is_nvidia;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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@ -269,7 +269,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
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device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
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update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
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buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
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use_asynchronous_shaders{false},
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workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
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serialization_thread(1, "yuzu:PipelineSerialization") {
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const auto& float_control{device.FloatControlProperties()};
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