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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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@ -72,7 +72,7 @@ private:
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void CompileMissingPipelines();
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void InvalidateCachedPipelines();
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void ClearPipelineCaches();
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void PrecompileUberShaders();
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void QueueUberShaderPipelines();
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// GX shader compiler methods
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std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
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