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-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp23
1 files changed, 8 insertions, 15 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 563b291cd..6afe6c1e1 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -172,16 +172,14 @@ Device::Device() {
// uniform buffers as "push constants"
has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
- use_assembly_shaders =
- Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
- GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
- GLAD_GL_NV_transform_feedback2;
-
- shader_backend = (Settings::values.shader_backend.GetValue() ==
- Settings::ShaderBackend::GLASM) == use_assembly_shaders
- ? Settings::values.shader_backend.GetValue()
- : Settings::ShaderBackend::GLSL;
-
+ shader_backend = Settings::values.shader_backend.GetValue();
+ use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM &&
+ GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
+ GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
+ if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
+ 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.
@@ -194,11 +192,6 @@ Device::Device() {
LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
has_broken_texture_view_formats);
-
- if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
- 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");
}