early-access version 1867

This commit is contained in:
pineappleEA 2021-07-10 02:06:35 +02:00
parent 7d21887d40
commit 4ec751326e
3 changed files with 6 additions and 4 deletions

View file

@ -1,7 +1,7 @@
yuzu emulator early access yuzu emulator early access
============= =============
This is the source code for early-access 1866. This is the source code for early-access 1867.
## Legal Notice ## Legal Notice

View file

@ -182,9 +182,11 @@ Device::Device() {
? Settings::values.shader_backend.GetValue() ? Settings::values.shader_backend.GetValue()
: Settings::ShaderBackend::GLSL; : 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. // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() && // use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
!(is_amd || (is_intel && !is_linux)); // !(is_amd || (is_intel && !is_linux));
use_driver_cache = is_nvidia; use_driver_cache = is_nvidia;
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi); LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);

View file

@ -269,7 +269,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_}, device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_}, update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_}, 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"), workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
serialization_thread(1, "yuzu:PipelineSerialization") { serialization_thread(1, "yuzu:PipelineSerialization") {
const auto& float_control{device.FloatControlProperties()}; const auto& float_control{device.FloatControlProperties()};