OGL: Re-implement async shader compiling

This commit is contained in:
Stenzek
2018-02-25 17:56:09 +10:00
parent dec0c3bce8
commit f9c829c7f7
16 changed files with 136 additions and 33 deletions

View File

@ -27,7 +27,7 @@ bool ShaderCache::Initialize()
m_efb_multisamples = g_ActiveConfig.iMultisamples;
// Create the async compiler, and start the worker threads.
m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// Load shader and UID caches.