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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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@ -45,6 +45,7 @@ public:
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void QueueWorkItem(WorkItemPtr item);
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void RetrieveWorkItems();
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bool HasPendingWork();
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bool HasCompletedWork();
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// Simpler version without progress updates.
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void WaitUntilCompletion();
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