[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>
This commit is contained in:
MaranBr 2025-09-24 00:58:28 +02:00 committed by crueter
parent 76a8a6e039
commit 1937286798
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
2 changed files with 0 additions and 10 deletions

View file

@ -399,11 +399,6 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
if (!use_asynchronous_shaders) {
return pipeline;
}
// If something is using depth, we can assume that games are not rendering anything which
// will be used one time.
if (maxwell3d->regs.zeta_enable) {
return nullptr;
}
// If games are using a small index count, we can assume these are full screen quads.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async

View file

@ -603,11 +603,6 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
if (!use_asynchronous_shaders) {
return pipeline;
}
// If something is using depth, we can assume that games are not rendering anything which
// will be used one time.
if (maxwell3d->regs.zeta_enable) {
return nullptr;
}
// If games are using a small index count, we can assume these are full screen quads.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async