gl_device: Force GLASM on NVIDIA drivers 495-496
GLSL shaders currently do not render correctly on the recent NVIDIA drivers. This adds a check that forces assembly shaders for these drivers since they seem unaffected and adds a warning informing of the decision. Developers can disable the check by enabling graphics debugging.
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@ -181,6 +181,21 @@ Device::Device() {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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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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shader_backend = Settings::ShaderBackend::GLSL;
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}
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}
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if (shader_backend == Settings::ShaderBackend::GLSL && is_nvidia &&
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!Settings::values.renderer_debug) {
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const std::string_view driver_version = version.substr(13);
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const int version_major =
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std::atoi(driver_version.substr(0, driver_version.find(".")).data());
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if (version_major >= 495) {
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LOG_WARNING(Render_OpenGL, "NVIDIA drivers 495 and later causes significant problems "
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"with yuzu. Forcing GLASM as a mitigation.");
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shader_backend = Settings::ShaderBackend::GLASM;
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use_assembly_shaders = true;
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}
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}
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux));
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!(is_amd || (is_intel && !is_linux));
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