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gl_device: Enable compute shaders for Intel proprietary drivers
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
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@ -166,8 +166,6 @@ Device::Device() : base_bindings{BuildBaseBindings()} {
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const bool is_nvidia = vendor == "NVIDIA Corporation";
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const bool is_amd = vendor == "ATI Technologies Inc.";
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const bool is_intel = vendor == "Intel";
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const bool is_intel_proprietary = is_intel && std::strstr(renderer, "Mesa") == nullptr;
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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shader_storage_alignment = GetInteger<std::size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
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@ -182,7 +180,6 @@ Device::Device() : base_bindings{BuildBaseBindings()} {
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has_variable_aoffi = TestVariableAoffi();
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has_component_indexing_bug = is_amd;
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has_precise_bug = TestPreciseBug();
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has_broken_compute = is_intel_proprietary;
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has_fast_buffer_sub_data = is_nvidia;
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use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
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GLAD_GL_NV_compute_program5;
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@ -206,7 +203,6 @@ Device::Device(std::nullptr_t) {
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has_image_load_formatted = true;
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has_variable_aoffi = true;
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has_component_indexing_bug = false;
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has_broken_compute = false;
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has_precise_bug = false;
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}
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@ -80,10 +80,6 @@ public:
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return has_precise_bug;
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}
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bool HasBrokenCompute() const {
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return has_broken_compute;
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}
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bool HasFastBufferSubData() const {
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return has_fast_buffer_sub_data;
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}
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@ -109,7 +105,6 @@ private:
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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bool has_precise_bug{};
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bool has_broken_compute{};
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bool has_fast_buffer_sub_data{};
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bool use_assembly_shaders{};
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};
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@ -655,10 +655,6 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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}
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void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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if (device.HasBrokenCompute()) {
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return;
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}
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buffer_cache.Acquire();
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current_cbuf = 0;
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