diff options
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 23 |
1 files changed, 8 insertions, 15 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 563b291cd..6afe6c1e1 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -172,16 +172,14 @@ Device::Device() { // uniform buffers as "push constants" has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data; - use_assembly_shaders = - Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM && - GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback && - GLAD_GL_NV_transform_feedback2; - - shader_backend = (Settings::values.shader_backend.GetValue() == - Settings::ShaderBackend::GLASM) == use_assembly_shaders - ? Settings::values.shader_backend.GetValue() - : Settings::ShaderBackend::GLSL; - + shader_backend = Settings::values.shader_backend.GetValue(); + use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM && + GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && + GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2; + if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) { + LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); + shader_backend = 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. @@ -194,11 +192,6 @@ Device::Device() { LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug); LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}", has_broken_texture_view_formats); - - if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) { - LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); - } - if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) { LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported"); } |