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gl_device: Enable compute shaders for Intel Mesa drivers
Previously we naively checked for "Intel" in GL_VENDOR, but this includes both Intel's proprietary driver and the mesa driver. Re-enable compute shaders for mesa.
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1 changed files with 4 additions and 1 deletions
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include <optional>
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#include <vector>
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@ -134,11 +135,13 @@ std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindin
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Device::Device() : base_bindings{BuildBaseBindings()} {
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const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const auto renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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const std::vector extensions = GetExtensions();
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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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@ -152,7 +155,7 @@ 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;
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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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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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