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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.
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@ -57,6 +57,12 @@ bool AsyncShaderCompiler::HasPendingWork()
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return !m_pending_work.empty() || m_busy_workers.load() != 0;
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}
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bool AsyncShaderCompiler::HasCompletedWork()
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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return !m_completed_work.empty();
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}
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void AsyncShaderCompiler::WaitUntilCompletion()
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{
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while (HasPendingWork())
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