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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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@ -27,7 +27,8 @@ public:
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static bool SetShader(D3DVertexFormat* vertex_format);
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static bool SetUberShader(D3DVertexFormat* vertex_format);
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static void RetreiveAsyncShaders();
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static void PrecompileUberShaders();
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static void QueueUberShaderCompiles();
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static void WaitForBackgroundCompilesToComplete();
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static ID3D11Buffer*& GetConstantBuffer();
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