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gl_device: Force GLASM on NVIDIA drivers 495-496

GLSL shaders currently do not render correctly on the recent NVIDIA
drivers. This adds a check that forces assembly shaders for these
drivers since they seem unaffected and adds a warning informing of the
decision.

Developers can disable the check by enabling graphics debugging.
This commit is contained in:
lat9nq 2021-10-28 19:04:06 -04:00
parent 40c8a8c627
commit 61121d1b22
1 changed files with 15 additions and 0 deletions

View File

@ -181,6 +181,21 @@ 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;
} }
if (shader_backend == Settings::ShaderBackend::GLSL && is_nvidia &&
!Settings::values.renderer_debug) {
const std::string_view driver_version = version.substr(13);
const int version_major =
std::atoi(driver_version.substr(0, driver_version.find(".")).data());
if (version_major >= 495) {
LOG_WARNING(Render_OpenGL, "NVIDIA drivers 495 and later causes significant problems "
"with yuzu. Forcing GLASM as a mitigation.");
shader_backend = Settings::ShaderBackend::GLASM;
use_assembly_shaders = true;
}
}
// 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));