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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.
ameerj 5 ani în urmă
părinte
comite
8390286a89

+ 4 - 2
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);

+ 1 - 1
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()};