[video_core] Improve asynchronous shader building (#2560)
This improves the asynchronous shader building process. Fixes a TOTK inventory bug that caused some icons to be missing under certain circumstances when using asynchronous shader building. Fixes an issue in Kirby and the Forgotten Land where arriving at the checkpoint would cause a graphical bug in the building when asynchronous shader building was enabled. Reviewed-on: #2560 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
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2 changed files with 0 additions and 10 deletions
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@ -399,11 +399,6 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
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if (!use_asynchronous_shaders) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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if (maxwell3d->regs.zeta_enable) {
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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@ -603,11 +603,6 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
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if (!use_asynchronous_shaders) {
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return pipeline;
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}
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// If something is using depth, we can assume that games are not rendering anything which
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// will be used one time.
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if (maxwell3d->regs.zeta_enable) {
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return nullptr;
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}
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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