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authorameerj <52414509+ameerj@users.noreply.github.com>2021-07-10 01:00:11 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:40 +0200
commit8390286a89dd259f0ff44cc95fc20d017b58046f (patch)
treeefffbf37f0e13306c8fa1abf4f39ba3686d9d4cc
parentmaxwell_to_vk: Add R16_SNORM (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp6
-rw-r--r--src/video_core/renderer_vulkan/vk_pipeline_cache.cpp2
2 files changed, 5 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 99f8769fc..563b291cd 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -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);
diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
index a2646fc6d..39db35175 100644
--- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
@@ -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()};