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