From e754c8ab265a85018cb1251578467d1a1f2dbd8a Mon Sep 17 00:00:00 2001 From: Stenzek Date: Wed, 2 Oct 2019 11:50:09 +1000 Subject: [PATCH] D3D11: Initialize shader cache before renderer Otherwise the shaders we need for e.g. postprocessing are null. --- Source/Core/VideoBackends/D3D/main.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp index 33c9117f25..816c896478 100644 --- a/Source/Core/VideoBackends/D3D/main.cpp +++ b/Source/Core/VideoBackends/D3D/main.cpp @@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi) g_framebuffer_manager = std::make_unique(); g_texture_cache = std::make_unique(); g_perf_query = std::make_unique(); - if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() || - !g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() || + if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() || + !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() || !g_texture_cache->Initialize()) { Shutdown();