VideoCommon: assume the majority of os/drivers support parallel compiling of shaders, we can create bugs if there are issues. Android is assumed buggy
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@ -132,21 +132,10 @@ constexpr BugInfo m_known_bugs[] = {
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-1.0, -1.0, true},
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{API_VULKAN, OS_OSX, VENDOR_ATI, DRIVER_PORTABILITY, Family::UNKNOWN,
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BUG_BROKEN_SUBGROUP_INVOCATION_ID, -1.0, -1.0, true},
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// Default cases for broken MT precompilation
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// Default cases get replaced by known-good places during init
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{API_OPENGL, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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{API_OPENGL, OS_ANDROID, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
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{API_VULKAN, OS_ALL, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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{API_VULKAN, OS_ANDROID, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, true},
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// known good cases for broken MT precompilation
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{API_OPENGL, OS_OSX, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
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{API_VULKAN, OS_OSX, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
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{API_OPENGL, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
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{API_VULKAN, OS_WINDOWS, VENDOR_ALL, DRIVER_ALL, Family::UNKNOWN,
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION, -1.0, -1.0, false},
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};
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static std::map<Bug, BugInfo> m_bugs;
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@ -318,9 +318,6 @@ enum Bug
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// BUG: Multi-threaded shader pre-compilation sometimes crashes
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// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
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// refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
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// All untested platforms will report as having this bug as to avoid crashes
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// Note that things should highly likely work out fine on D3D
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// so we didn't extend the Bug API to also support D3D
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION
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};
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@ -206,16 +206,9 @@ u32 VideoConfig::GetShaderPrecompilerThreads() const
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if (!backend_info.bSupportsBackgroundCompiling)
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return 0;
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const bool bugDatabaseSupported =
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backend_info.api_type == APIType::OpenGL || backend_info.api_type == APIType::Vulkan;
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// DirectX has always worked in our tests in PR#9414
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const bool multiThreadingWorking =
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!bugDatabaseSupported ||
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!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION);
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if (iShaderPrecompilerThreads >= 0)
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return static_cast<u32>(iShaderPrecompilerThreads);
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else if (multiThreadingWorking)
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else if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION))
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return GetNumAutoShaderPreCompilerThreads();
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else
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return 1;
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