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@ -172,16 +172,14 @@ Device::Device() {
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// uniform buffers as "push constants"
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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use_assembly_shaders =
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Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_transform_feedback2;
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shader_backend = (Settings::values.shader_backend.GetValue() ==
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Settings::ShaderBackend::GLASM) == use_assembly_shaders
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? Settings::values.shader_backend.GetValue()
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: Settings::ShaderBackend::GLSL;
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shader_backend = Settings::values.shader_backend.GetValue();
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use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM &&
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
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GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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shader_backend = Settings::ShaderBackend::GLSL;
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}
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// Completely disable async shaders for now, as it causes graphical glitches
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use_asynchronous_shaders = false;
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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@ -194,11 +192,6 @@ Device::Device() {
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LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
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LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
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has_broken_texture_view_formats);
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if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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}
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if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) {
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LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported");
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}
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