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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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@ -198,7 +198,7 @@ u32 VideoConfig::GetShaderCompilerThreads() const
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u32 VideoConfig::GetShaderPrecompilerThreads() const
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{
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// When using background compilation, always keep the same thread count.
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if (bWaitForShadersBeforeStarting)
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if (!bWaitForShadersBeforeStarting)
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return GetShaderCompilerThreads();
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if (!backend_info.bSupportsBackgroundCompiling)
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