Merge pull request #5230 from B3n30/circumvent_apple_intel_hw_shader_issue

Add flag to disable seperable shaders for osx Intel GPUs.
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Ben 2020-05-09 12:34:21 +02:00 committed by GitHub
commit 007fb63e47
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10 changed files with 54 additions and 14 deletions

View file

@ -43,6 +43,10 @@ static bool IsVendorAmd() {
const std::string_view gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
return gpu_vendor == "ATI Technologies Inc." || gpu_vendor == "Advanced Micro Devices, Inc.";
}
static bool IsVendorIntel() {
std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
return gpu_vendor == "Intel Inc.";
}
RasterizerOpenGL::RasterizerOpenGL()
: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
@ -160,8 +164,19 @@ RasterizerOpenGL::RasterizerOpenGL()
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
#ifdef __APPLE__
if (IsVendorIntel()) {
shader_program_manager = std::make_unique<ShaderProgramManager>(
VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false,
is_amd);
} else {
shader_program_manager =
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
}
#else
shader_program_manager =
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
#endif
glEnable(GL_BLEND);

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@ -23,6 +23,7 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled;
std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_separable_shader_enabled;
std::atomic<bool> g_hw_shader_accurate_mul;
std::atomic<bool> g_use_disk_shader_cache;
std::atomic<bool> g_renderer_bg_color_update_requested;

View file

@ -31,6 +31,7 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
extern std::atomic<bool> g_hw_renderer_enabled;
extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_separable_shader_enabled;
extern std::atomic<bool> g_hw_shader_accurate_mul;
extern std::atomic<bool> g_use_disk_shader_cache;
extern std::atomic<bool> g_renderer_bg_color_update_requested;