diff options
| author | Stenzek <stenzek@gmail.com> | 2018-03-11 14:24:45 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2018-03-15 01:50:47 +1000 |
| commit | 517a9774442d39b641e4a893a6734994dfe0074d (patch) | |
| tree | 7257cba70f803d0aa4a95ba31350bbabeb993cf6 /Source/Core/VideoCommon/VideoConfig.cpp | |
| parent | 6813c5e1e946fda239d1769a3893099357c5274c (diff) | |
ShaderCache: Fix several issues in background shader compiling
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
Diffstat (limited to 'Source/Core/VideoCommon/VideoConfig.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VideoConfig.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VideoConfig.cpp b/Source/Core/VideoCommon/VideoConfig.cpp index 271223ba3d..55abd69e75 100644 --- a/Source/Core/VideoCommon/VideoConfig.cpp +++ b/Source/Core/VideoCommon/VideoConfig.cpp @@ -198,7 +198,7 @@ u32 VideoConfig::GetShaderCompilerThreads() const u32 VideoConfig::GetShaderPrecompilerThreads() const { // When using background compilation, always keep the same thread count. - if (bWaitForShadersBeforeStarting) + if (!bWaitForShadersBeforeStarting) return GetShaderCompilerThreads(); if (!backend_info.bSupportsBackgroundCompiling) |
