From c8f31656cb1c5f5e3c83a5b977fd822e987cb596 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Thu, 27 Jul 2017 13:15:38 +1000 Subject: VideoBackends: Support a different number of threads for precompiling At runtime, we only really want a single shader compiler thread. However, for initial boots, we can use a higher number to speed things up. --- Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp') diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index f173551da3..69dedb4d4b 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -513,7 +513,7 @@ void PixelShaderCache::Init() LoadShaderCache(); if (g_ActiveConfig.CanPrecompileUberShaders()) - PrecompileUberShaders(); + QueueUberShaderCompiles(); } void PixelShaderCache::LoadShaderCache() @@ -538,7 +538,7 @@ void PixelShaderCache::Reload() LoadShaderCache(); if (g_ActiveConfig.CanPrecompileUberShaders()) - PrecompileUberShaders(); + QueueUberShaderCompiles(); } // ONLY to be used during shutdown. @@ -757,7 +757,7 @@ bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid, return (shader != nullptr); } -void PixelShaderCache::PrecompileUberShaders() +void PixelShaderCache::QueueUberShaderCompiles() { UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) { if (UberPixelShaders.find(uid) != UberPixelShaders.end()) -- cgit v1.2.3