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gl_device: Block async shaders on AMD and Intel

Currently, the Windows versions of the Intel OpenGL driver and the AMD
proprietary OpenGL driver do not properly support (or in fact degrade)
when asynchronous shader compilation is enabled. This blocks
specifically those drivers from using this feature. This affects
AMDGPU-PRO on Linux, and AMD's and Intel's OpenGL drivers on Windows.
This commit is contained in:
lat9nq 2021-03-21 01:25:45 -04:00
parent d3a4a192fe
commit 538f097f97
1 changed files with 13 additions and 1 deletions

View File

@ -210,6 +210,12 @@ Device::Device() {
const bool is_amd = vendor == "ATI Technologies Inc."; const bool is_amd = vendor == "ATI Technologies Inc.";
const bool is_intel = vendor == "Intel"; const bool is_intel = vendor == "Intel";
#ifdef __linux__
const bool is_linux = true;
#else
const bool is_linux = false;
#endif
bool disable_fast_buffer_sub_data = false; bool disable_fast_buffer_sub_data = false;
if (is_nvidia && version == "4.6.0 NVIDIA 443.24") { if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
LOG_WARNING( LOG_WARNING(
@ -249,7 +255,9 @@ Device::Device() {
GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2; GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue(); // 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_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);
@ -261,6 +269,10 @@ Device::Device() {
if (Settings::values.use_assembly_shaders.GetValue() && !use_assembly_shaders) { if (Settings::values.use_assembly_shaders.GetValue() && !use_assembly_shaders) {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
} }
if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) {
LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported");
}
} }
Device::Device(std::nullptr_t) { Device::Device(std::nullptr_t) {