Fix OpenGL too
All checks were successful
eden-license / license-header (pull_request) Successful in 21s
All checks were successful
eden-license / license-header (pull_request) Successful in 21s
This commit is contained in:
parent
0aa14888ef
commit
9fc17c8294
1 changed files with 0 additions and 5 deletions
|
@ -399,11 +399,6 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
|
||||||
if (!use_asynchronous_shaders) {
|
if (!use_asynchronous_shaders) {
|
||||||
return pipeline;
|
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.
|
// 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
|
// Usually these shaders are only used once for building textures so we can assume they
|
||||||
// can't be built async
|
// can't be built async
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue