mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-25 22:57:22 +00:00
gl_rasterizer: Disable compute shaders on Intel
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
This commit is contained in:
parent
894ad74b87
commit
919ac2c4d3
3 changed files with 12 additions and 0 deletions
|
@ -74,6 +74,7 @@ Device::Device() {
|
|||
const std::vector extensions = GetExtensions();
|
||||
|
||||
const bool is_nvidia = vendor == "NVIDIA Corporation";
|
||||
const bool is_intel = vendor == "Intel";
|
||||
|
||||
// Reserve the first UBO for emulation bindings
|
||||
base_bindings[0] = BaseBindings{ReservedUniformBlocks, 0, 0, 0};
|
||||
|
@ -110,6 +111,7 @@ Device::Device() {
|
|||
has_variable_aoffi = TestVariableAoffi();
|
||||
has_component_indexing_bug = TestComponentIndexingBug();
|
||||
has_precise_bug = TestPreciseBug();
|
||||
has_broken_compute = is_intel;
|
||||
has_fast_buffer_sub_data = is_nvidia;
|
||||
|
||||
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
|
||||
|
@ -127,6 +129,7 @@ Device::Device(std::nullptr_t) {
|
|||
has_image_load_formatted = true;
|
||||
has_variable_aoffi = true;
|
||||
has_component_indexing_bug = false;
|
||||
has_broken_compute = false;
|
||||
has_precise_bug = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -76,6 +76,10 @@ public:
|
|||
return has_precise_bug;
|
||||
}
|
||||
|
||||
bool HasBrokenCompute() const {
|
||||
return has_broken_compute;
|
||||
}
|
||||
|
||||
bool HasFastBufferSubData() const {
|
||||
return has_fast_buffer_sub_data;
|
||||
}
|
||||
|
@ -97,6 +101,7 @@ private:
|
|||
bool has_variable_aoffi{};
|
||||
bool has_component_indexing_bug{};
|
||||
bool has_precise_bug{};
|
||||
bool has_broken_compute{};
|
||||
bool has_fast_buffer_sub_data{};
|
||||
};
|
||||
|
||||
|
|
|
@ -743,6 +743,10 @@ bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) {
|
|||
}
|
||||
|
||||
void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
|
||||
if (device.HasBrokenCompute()) {
|
||||
return;
|
||||
}
|
||||
|
||||
buffer_cache.Acquire();
|
||||
|
||||
auto kernel = shader_cache.GetComputeKernel(code_addr);
|
||||
|
|
Loading…
Reference in a new issue