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19 Commits

Author SHA1 Message Date
Darkywolf999
412678c879 Merge branch 'yuzu-emu:master' into master 2021-10-25 11:18:18 +02:00
Darkywolf999
58782739e5 Merge branch 'yuzu-emu:master' into master 2021-10-24 09:11:12 +02:00
Darkywolf999
26cf341d75 Merge branch 'yuzu-emu:master' into master 2021-10-21 10:37:31 +02:00
Darkywolf999
ef545fada5 Merge branch 'yuzu-emu:master' into master 2021-10-18 13:44:49 +02:00
Darkywolf999
61aa5b13fb Merge branch 'master' of https://github.com/Darkywolf999/yuzu 2021-10-16 08:12:39 +02:00
Darkywolf999
b113372693 Revert "Revert "renderers: Disable async shader compilation""
This reverts commit 3c6d440015.
2021-10-16 08:12:27 +02:00
Darkywolf999
62da8e3585 Revert "Revert "renderers: Disable async shader compilation""
This reverts commit 3c6d440015.
2021-10-16 07:59:49 +02:00
Darkywolf999
b48b4b503f Merge branch 'yuzu-emu:master' into master 2021-10-16 07:56:58 +02:00
Darkywolf999
d8b1757cf9 Merge pull request #5 from Darkywolf999/Darkywolf999-patch-5
Update gl_device.cpp
2021-10-15 11:02:14 +02:00
Darkywolf999
8b433f1ff1 Update gl_device.cpp
fix for vertex explosions in diablo 2.
disabled GL_EXT_texture_shadow_lod & GLAD_GL_NV_vertex_buffer_unified_memory 
cannot find anything on opengl that this two are still in use also not on google.
2021-10-15 11:02:04 +02:00
Darkywolf999
9fdc9177b2 Merge pull request #4 from Darkywolf999/Darkywolf999-patch-4
Update gl_device.cpp
2021-10-14 22:00:58 +02:00
Darkywolf999
a5818a28a3 Update gl_device.cpp
revert everything only the memory stays for now to fix the screen render problem with this game.
will make other pr's for different problems.
2021-10-14 22:00:48 +02:00
Darkywolf999
e9bc4b71dc Merge pull request #3 from Darkywolf999/Darkywolf999-patch-3
Update gl_device.cpp
2021-10-14 18:42:26 +02:00
Darkywolf999
e54b0ff7a5 Update gl_device.cpp 2021-10-14 18:42:01 +02:00
Darkywolf999
ba5df1a663 Merge pull request #2 from Darkywolf999/Darkywolf999-patch-2
Update gl_device.cpp
2021-10-14 18:32:20 +02:00
Darkywolf999
f2a5511224 Update gl_device.cpp 2021-10-14 18:32:04 +02:00
Darkywolf999
bf7310e336 Merge pull request #1 from Darkywolf999/Darkywolf999-patch-1
Update gl_device.cpp
2021-10-14 18:28:19 +02:00
Darkywolf999
34ba75b98c Update gl_device.cpp 2021-10-14 18:27:22 +02:00
Darkywolf999
6e9b16426a Fix for Snack world and proberaly some other games that where rendered upside down or not correctly
Fix ? for blocking async on windows with intel and amd drivers for opengl

Maybe something is odd as this is my first contribution but please let me know if i did something not correctly.
2021-10-14 11:10:23 +02:00
2 changed files with 6 additions and 4 deletions

View File

@@ -181,9 +181,11 @@ Device::Device() {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
shader_backend = 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);
@@ -268,4 +270,4 @@ void main() {
})");
}
} // namespace OpenGL
} // namespace OpenGL

View File

@@ -272,7 +272,7 @@ 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()};