gl_device: Simplify GLASM setting logic
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		| @@ -172,16 +172,14 @@ Device::Device() { | ||||
|     // uniform buffers as "push constants" | ||||
|     has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data; | ||||
|  | ||||
|     use_assembly_shaders = | ||||
|         Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM && | ||||
|         GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback && | ||||
|         GLAD_GL_NV_transform_feedback2; | ||||
|  | ||||
|     shader_backend = (Settings::values.shader_backend.GetValue() == | ||||
|                       Settings::ShaderBackend::GLASM) == use_assembly_shaders | ||||
|                          ? Settings::values.shader_backend.GetValue() | ||||
|                          : Settings::ShaderBackend::GLSL; | ||||
|  | ||||
|     shader_backend = Settings::values.shader_backend.GetValue(); | ||||
|     use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM && | ||||
|                            GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && | ||||
|                            GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2; | ||||
|     if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) { | ||||
|         LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); | ||||
|         shader_backend = Settings::ShaderBackend::GLSL; | ||||
|     } | ||||
|     // Completely disable async shaders for now, as it causes graphical glitches | ||||
|     use_asynchronous_shaders = false; | ||||
|     // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation. | ||||
| @@ -194,11 +192,6 @@ Device::Device() { | ||||
|     LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug); | ||||
|     LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}", | ||||
|              has_broken_texture_view_formats); | ||||
|  | ||||
|     if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) { | ||||
|         LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); | ||||
|     } | ||||
|  | ||||
|     if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) { | ||||
|         LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported"); | ||||
|     } | ||||
|   | ||||
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