From a5818a28a364a4838d720638c341576872e191bd Mon Sep 17 00:00:00 2001 From: Darkywolf999 <91469797+Darkywolf999@users.noreply.github.com> Date: Thu, 14 Oct 2021 22:00:48 +0200 Subject: [PATCH] Update gl_device.cpp revert everything only the memory stays for now to fix the screen render problem with this game. will make other pr's for different problems. --- src/video_core/renderer_opengl/gl_device.cpp | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 72cc98ab58..0b64d8aa2d 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -146,8 +146,8 @@ Device::Device() { max_glasm_storage_buffer_blocks = GetInteger(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS); has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group && GLAD_GL_NV_shader_thread_shuffle; - has_shader_ballot = HasExtension(extensions, "GLAD_GL_ARB_shader_ballot"); - has_vertex_viewport_layer = HasExtension(extensions, "GLAD_GL_ARB_shader_viewport_layer_array"); + has_shader_ballot = GLAD_GL_ARB_shader_ballot; + has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array; has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted"); has_texture_shadow_lod = HasExtension(extensions, "GL_EXT_texture_shadow_lod"); has_astc = IsASTCSupported(); @@ -155,18 +155,17 @@ Device::Device() { has_component_indexing_bug = is_amd; has_precise_bug = TestPreciseBug(); has_broken_texture_view_formats = is_amd || (!is_linux && is_intel); - has_nv_viewport_array2 = HasExtension(extensions, "GLAD_GL_NV_viewport_array2"); - has_derivative_control = HasExtension(extensions, "GLAD_GL_ARB_derivative_control"); + has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2; + has_derivative_control = GLAD_GL_ARB_derivative_control; has_vertex_buffer_unified_memory = HasExtension(extensions, "GLAD_GL_NV_vertex_buffer_unified_memory"); has_debugging_tool_attached = IsDebugToolAttached(extensions); has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float"); - has_geometry_shader_passthrough = - HasExtension(extensions, "GLAD_GL_NV_geometry_shader_passthrough"); - has_nv_gpu_shader_5 = HasExtension(extensions, "GLAD_GL_NV_gpu_shader5"); + has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough; + has_nv_gpu_shader_5 = GLAD_GL_NV_gpu_shader5; has_shader_int64 = HasExtension(extensions, "GL_ARB_gpu_shader_int64"); - has_amd_shader_half_float = HasExtension(extensions, "GLAD_GL_AMD_gpu_shader_half_float"); - has_sparse_texture_2 = HasExtension(extensions, "GLAD_GL_ARB_sparse_texture2"); + has_amd_shader_half_float = GLAD_GL_AMD_gpu_shader_half_float; + has_sparse_texture_2 = GLAD_GL_ARB_sparse_texture2; warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel; need_fastmath_off = is_nvidia; @@ -184,7 +183,7 @@ Device::Device() { } // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation. use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() && - !(is_amd || (is_intel && !is_linux)); + !(is_amd || (is_intel && !is_linux)); use_driver_cache = is_nvidia; LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);