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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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@ -161,6 +161,7 @@ void VideoBackend::Video_Prepare()
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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GeometryShaderCache::Init();
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VertexShaderCache::WaitForBackgroundCompilesToComplete();
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D3D::InitUtils();
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BBox::Init();
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}
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