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authorStenzek <stenzek@gmail.com>2019-10-02 11:50:09 +1000
committerStenzek <stenzek@gmail.com>2019-10-02 11:50:10 +1000
commite754c8ab265a85018cb1251578467d1a1f2dbd8a (patch)
tree13b9bcf6a46cef12b3fdc83d837e6b17a6b7b6f3 /Source/Core/VideoBackends/D3D/main.cpp
parente88c269d022ae04c0b5fdaf71f03b44cc145820d (diff)
D3D11: Initialize shader cache before renderer
Otherwise the shaders we need for e.g. postprocessing are null.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/main.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/main.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp
index 33c9117f25..816c896478 100644
--- a/Source/Core/VideoBackends/D3D/main.cpp
+++ b/Source/Core/VideoBackends/D3D/main.cpp
@@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
- if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
- !g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
+ if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
+ !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
Shutdown();