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	renderers: Disable async shader compilation
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
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				| @ -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); | ||||
|  | ||||
| @ -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()}; | ||||
|  | ||||
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