Add flag to disable seperable shaders for osx Intel GPUs. Default is false
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@@ -110,13 +110,12 @@ void Config::ReadValues() {
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// Renderer
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Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", false);
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Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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#ifdef __APPLE__
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// Hardware shader is broken on macos thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", false);
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#else
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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Settings::values.seperable_shader = sdl2_config->GetBoolean("Renderer", "seperable_shader", false);
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#endif
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Settings::values.shaders_accurate_mul =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
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@@ -110,6 +110,10 @@ use_hw_renderer =
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use seperable shaders to emulate 3DS shaders (macOS only)
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# 0: Off (Default), 1 : On
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seperable_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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