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author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-10 01:00:11 +0200 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-23 03:51:40 +0200 |
commit | 8390286a89dd259f0ff44cc95fc20d017b58046f (patch) | |
tree | efffbf37f0e13306c8fa1abf4f39ba3686d9d4cc | |
parent | maxwell_to_vk: Add R16_SNORM (diff) | |
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-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, 5 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 99f8769fc..563b291cd 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -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); diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp index a2646fc6d..39db35175 100644 --- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp +++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp @@ -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()}; |