diff options
| author | Stenzek <stenzek@gmail.com> | 2019-10-02 11:50:09 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2019-10-02 11:50:10 +1000 |
| commit | e754c8ab265a85018cb1251578467d1a1f2dbd8a (patch) | |
| tree | 13b9bcf6a46cef12b3fdc83d837e6b17a6b7b6f3 /Source/Core/VideoBackends/D3D/main.cpp | |
| parent | e88c269d022ae04c0b5fdaf71f03b44cc145820d (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.cpp | 4 |
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(); |
