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authorStenzek <stenzek@gmail.com>2018-03-11 14:24:45 +1000
committerStenzek <stenzek@gmail.com>2018-03-15 01:50:47 +1000
commit517a9774442d39b641e4a893a6734994dfe0074d (patch)
tree7257cba70f803d0aa4a95ba31350bbabeb993cf6 /Source/Core/VideoCommon/VideoConfig.cpp
parent6813c5e1e946fda239d1769a3893099357c5274c (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.cpp2
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)