GS/D3D: Default to D3D11 for Intel

This commit is contained in:
Stenzek 2023-02-22 00:54:36 +10:00 committed by refractionpcsx2
parent 49f2900e1f
commit faf36ecba6
2 changed files with 30 additions and 10 deletions

View File

@ -156,13 +156,18 @@ GSRendererType GSUtil::GetPreferredRenderer()
// Mac: Prefer Metal hardware.
return GSRendererType::Metal;
#elif defined(_WIN32)
if (D3D::ShouldPreferRenderer() == D3D::Renderer::Vulkan)
const u8 preferred = D3D::ShouldPreferRenderer();
#if defined(ENABLE_VULKAN)
if (preferred == D3D::Renderer::Vulkan)
return GSRendererType::VK;
#endif
#if defined(ENABLE_OPENGL)
else if (D3D::ShouldPreferRenderer() == D3D::Renderer::OpenGL)
if (preferred == D3D::Renderer::OpenGL)
return GSRendererType::OGL;
#endif
else
if (preferred == D3D::Renderer::Direct3D12)
return GSRendererType::DX12;
return GSRendererType::DX11;
#else
// Linux: Prefer GL/Vulkan, whatever is available.

View File

@ -174,22 +174,37 @@ namespace D3D
switch (Vendor())
{
case VendorID::Nvidia:
{
if (feature_level == D3D_FEATURE_LEVEL_12_0)
return Renderer::Vulkan;
else if (feature_level == D3D_FEATURE_LEVEL_11_0)
return Renderer::OpenGL;
[[fallthrough]];
else
return Renderer::Direct3D11;
}
case VendorID::AMD:
{
if (feature_level == D3D_FEATURE_LEVEL_12_0)
return Renderer::Vulkan;
[[fallthrough]];
else
return Renderer::Direct3D11;
}
case VendorID::Intel:
if (feature_level == D3D_FEATURE_LEVEL_12_0)
return Renderer::OpenGL;
[[fallthrough]];
{
// Older Intel GPUs prior to Xe seem to have broken OpenGL drivers which choke
// on some of our shaders, causing what appears to be GPU timeouts+device removals.
// Vulkan has broken barriers, also prior to Xe. So just fall back to DX11 everywhere,
// unless we can find some way of differentiating Xe.
return Renderer::Direct3D11;
}
default:
{
// Default is D3D11
return Renderer::Default;
return Renderer::Direct3D11;
}
}
}
}