renderers: Disable async shader compilation

The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
This commit is contained in:
ameerj 2021-07-09 19:00:11 -04:00
parent be54aad1c4
commit 8390286a89
2 changed files with 5 additions and 3 deletions

View file

@ -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);

View file

@ -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()};