diff options
| author | Stenzek <stenzek@gmail.com> | 2018-03-01 19:21:06 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2018-03-10 16:11:19 +1000 |
| commit | e31cc1f679db82f6baca1bb3d934e2dd17542d55 (patch) | |
| tree | 0edb0e3947fd0f53c4e682ea102cec7297b5e8e0 /Source/Core/VideoCommon/AsyncShaderCompiler.cpp | |
| parent | 9fa24700b69b98b2569f4bd1353482cbfb1ec2d7 (diff) | |
ShaderCache: Implement background shader compilation
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
Diffstat (limited to 'Source/Core/VideoCommon/AsyncShaderCompiler.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/AsyncShaderCompiler.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/AsyncShaderCompiler.cpp b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp index 59ef9762f1..e605828ed5 100644 --- a/Source/Core/VideoCommon/AsyncShaderCompiler.cpp +++ b/Source/Core/VideoCommon/AsyncShaderCompiler.cpp @@ -18,7 +18,6 @@ AsyncShaderCompiler::~AsyncShaderCompiler() // Pending work can be left at shutdown. // The work item classes are expected to clean up after themselves. _assert_(!HasWorkerThreads()); - _assert_(m_completed_work.empty()); } void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item) |
