From 4ec751326e41701c418d0849aac094abbfd4ade6 Mon Sep 17 00:00:00 2001 From: pineappleEA Date: Sat, 10 Jul 2021 02:06:35 +0200 Subject: [PATCH] early-access version 1867 --- README.md | 2 +- src/video_core/renderer_opengl/gl_device.cpp | 6 ++++-- src/video_core/renderer_vulkan/vk_pipeline_cache.cpp | 2 +- 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index c63f8608d..5ea128bfd 100755 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ yuzu emulator early access ============= -This is the source code for early-access 1866. +This is the source code for early-access 1867. ## Legal Notice diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 99f8769fc..563b291cd 100755 --- 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 100755 --- 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()};