change Async shader building to be true by default
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@ -24,8 +24,14 @@ struct PomeloApp: App {
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// setenv("MVK_CONFIG_LOG_LEVEL", "4", 1)
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// setenv("MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS", "3", 1)
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setenv("MVK_CONFIG_MAX_ACTIVE_METAL_COMMAND_BUFFERS_PER_QUEUE", "1024", 1)
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setenv("MVK_USE_METAL_PRIVATE_API", "1", 1)
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setenv("MVK_CONFIG_RESUME_LOST_DEVICE", "1", 1)
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//MVK_CONFIG_RESUME_LOST_DEVICE
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setenv("MVK_CONFIG_USE_METAL_PRIVATE_API", "1", 1)
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}
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@ -409,7 +409,7 @@ struct YuzuValues {
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#endif
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"use_reactive_flushing",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
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SwitchableSetting<bool> use_asynchronous_shaders{linkage, true, "use_asynchronous_shaders",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_fast_gpu_time{
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linkage, true, "use_fast_gpu_time", Category::RendererAdvanced, Specialization::Default,
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@ -332,7 +332,7 @@ use_vsync =
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shader_backend =
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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# 0: Off, 1 (default): On
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use_asynchronous_shaders =
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# Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.
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@ -88,8 +88,6 @@
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EmulationSession::GetInstance().InitializeGpuDriver();
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YuzuSettings::values.dump_shaders.SetValue(true);
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YuzuSettings::values.use_asynchronous_shaders.SetValue(true);
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YuzuSettings::values.shader_backend.SetValue(YuzuSettings::ShaderBackend::SpirV);
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// YuzuSettings::values.resolution_setup.SetValue(YuzuSettings::ResolutionSetup::Res1X);
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// YuzuSettings::values.scaling_filter.SetValue(YuzuSettings::ScalingFilter::Bilinear);
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