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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.
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@ -28,7 +28,7 @@ public:
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static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
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static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
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static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
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static void PrecompileUberShaders();
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static void QueueUberShaderCompiles();
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static ID3D11Buffer* GetConstantBuffer();
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