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https://github.com/PabloMK7/citra.git
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Add flag to disable seperable shaders for osx Intel GPUs. Default is false
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parent
79a0cbbba8
commit
1e54f27cde
10 changed files with 49 additions and 12 deletions
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@ -110,13 +110,12 @@ void Config::ReadValues() {
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// Renderer
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Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", false);
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Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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#ifdef __APPLE__
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// Hardware shader is broken on macos thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", false);
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#else
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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Settings::values.seperable_shader = sdl2_config->GetBoolean("Renderer", "seperable_shader", false);
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#endif
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Settings::values.shaders_accurate_mul =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
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@ -110,6 +110,10 @@ use_hw_renderer =
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use seperable shaders to emulate 3DS shaders (macOS only)
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# 0: Off (Default), 1 : On
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seperable_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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@ -431,13 +431,12 @@ void Config::ReadRendererValues() {
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Settings::values.use_hw_renderer =
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ReadSetting(QStringLiteral("use_hw_renderer"), true).toBool();
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Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), true).toBool();
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#ifdef __APPLE__
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// Hardware shader is broken on macos thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), false).toBool();
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#else
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Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), true).toBool();
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Settings::values.seperable_shader = ReadSetting(QStringLiteral("seperable_shader"), false).toBool();
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#endif
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Settings::values.shaders_accurate_mul =
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ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
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@ -916,13 +915,11 @@ void Config::SaveRendererValues() {
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qt_config->beginGroup(QStringLiteral("Renderer"));
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WriteSetting(QStringLiteral("use_hw_renderer"), Settings::values.use_hw_renderer, true);
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WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, true);
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#ifdef __APPLE__
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// Hardware shader is broken on macos thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, false);
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#else
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WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, true);
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// TODO: enable this for none Intel GPUs
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WriteSetting(QStringLiteral("use_seperable_shader"), Settings::values.seperable_shader, false);
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#endif
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WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
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false);
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@ -29,15 +29,23 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, ui->hw_shader_group, &QWidget::setEnabled);
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#ifdef __APPLE__
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connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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ui->toggle_seperable_shader->setEnabled(true);
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}
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});
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connect(ui->toggle_seperable_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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QMessageBox::warning(
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this, tr("Hardware Shader Warning"),
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tr("Hardware Shader support is broken on macOS, and will cause graphical issues "
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tr("Seperable Shader support is broken on macOS with Intel GPUs, and will cause graphical issues "
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"like showing a black screen.<br><br>The option is only there for "
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"test/development purposes. If you experience graphical issues with Hardware "
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"Shader, please turn it off."));
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}
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});
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#else
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// TODO(B3N30): Hide this for macs with none Intel GPUs, too.
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ui->toggle_seperable_shader->visible(false);
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#endif
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}
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@ -46,6 +54,7 @@ ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer);
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
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ui->toggle_seperable_shader->setChecked(Settings::values.seperable_shader);
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
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@ -54,6 +63,7 @@ void ConfigureGraphics::SetConfiguration() {
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void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked();
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Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
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Settings::values.seperable_shader = ui->toggle_seperable_shader->isChecked();
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Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();
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@ -76,6 +76,13 @@
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QCheckBox" name="toggle_seperable_shader">
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<property name="text">
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<string>Seperable Shader (Intel GPUs only)</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_accurate_mul">
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<property name="toolTip">
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@ -27,6 +27,7 @@ void Apply() {
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VideoCore::g_hw_renderer_enabled = values.use_hw_renderer;
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VideoCore::g_shader_jit_enabled = values.use_shader_jit;
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VideoCore::g_hw_shader_enabled = values.use_hw_shader;
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VideoCore::g_seperable_shader_enabled = values.seperable_shader;
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VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
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VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
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@ -78,6 +79,7 @@ void LogSettings() {
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LogSetting("Renderer_UseGLES", Settings::values.use_gles);
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LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer);
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LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader);
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LogSetting("Renderer_SeperableShader", Settings::values.seperable_shader);
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LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
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LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
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@ -142,6 +142,7 @@ struct Values {
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bool use_gles;
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bool use_hw_renderer;
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bool use_hw_shader;
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bool seperable_shader;
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bool use_disk_shader_cache;
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bool shaders_accurate_mul;
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bool use_shader_jit;
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@ -43,6 +43,10 @@ static bool IsVendorAmd() {
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std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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return gpu_vendor == "ATI Technologies Inc." || gpu_vendor == "Advanced Micro Devices, Inc.";
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}
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static bool IsVendorIntel() {
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std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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return gpu_vendor == "Intel Inc.";
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}
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RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& window)
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: is_amd(IsVendorAmd()), shader_dirty(true),
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@ -161,8 +165,19 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& window)
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state.Apply();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
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#ifdef __APPLE__
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if (IsVendorIntel()) {
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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VideoCore::g_seperable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false,
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is_amd);
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} else {
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
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}
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#else
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
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#endif
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glEnable(GL_BLEND);
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@ -23,6 +23,7 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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std::atomic<bool> g_hw_renderer_enabled;
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std::atomic<bool> g_shader_jit_enabled;
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std::atomic<bool> g_hw_shader_enabled;
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std::atomic<bool> g_seperable_shader_enabled;
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std::atomic<bool> g_hw_shader_accurate_mul;
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std::atomic<bool> g_use_disk_shader_cache;
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std::atomic<bool> g_renderer_bg_color_update_requested;
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@ -31,6 +31,7 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern std::atomic<bool> g_hw_renderer_enabled;
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extern std::atomic<bool> g_shader_jit_enabled;
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extern std::atomic<bool> g_hw_shader_enabled;
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extern std::atomic<bool> g_seperable_shader_enabled;
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extern std::atomic<bool> g_hw_shader_accurate_mul;
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extern std::atomic<bool> g_use_disk_shader_cache;
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extern std::atomic<bool> g_renderer_bg_color_update_requested;
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