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shaders: Allow shader notify when async shaders is disabled
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@ -430,10 +430,10 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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previous_program = &program;
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}
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auto* const thread_worker{build_in_parallel ? workers.get() : nullptr};
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VideoCore::ShaderNotify* const notify{build_in_parallel ? &shader_notify : nullptr};
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return std::make_unique<GraphicsPipeline>(
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device, texture_cache, buffer_cache, gpu_memory, maxwell3d, program_manager, state_tracker,
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thread_worker, notify, sources, infos, key.xfb_enabled != 0 ? &key.xfb_state : nullptr);
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return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, gpu_memory,
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maxwell3d, program_manager, state_tracker,
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thread_worker, &shader_notify, sources, infos,
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key.xfb_enabled != 0 ? &key.xfb_state : nullptr);
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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@ -529,11 +529,10 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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previous_stage = &program;
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}
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Common::ThreadWorker* const thread_worker{build_in_parallel ? &workers : nullptr};
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VideoCore::ShaderNotify* const notify{build_in_parallel ? &shader_notify : nullptr};
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return std::make_unique<GraphicsPipeline>(maxwell3d, gpu_memory, scheduler, buffer_cache,
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texture_cache, notify, device, descriptor_pool,
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update_descriptor_queue, thread_worker,
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render_pass_cache, key, std::move(modules), infos);
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return std::make_unique<GraphicsPipeline>(
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maxwell3d, gpu_memory, scheduler, buffer_cache, texture_cache, &shader_notify, device,
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descriptor_pool, update_descriptor_queue, thread_worker, render_pass_cache, key,
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std::move(modules), infos);
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} catch (const Shader::Exception& exception) {
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LOG_ERROR(Render_Vulkan, "{}", exception.what());
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@ -596,9 +595,8 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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spv_module.SetObjectNameEXT(name.c_str());
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}
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Common::ThreadWorker* const thread_worker{build_in_parallel ? &workers : nullptr};
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VideoCore::ShaderNotify* const notify{build_in_parallel ? &shader_notify : nullptr};
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return std::make_unique<ComputePipeline>(device, descriptor_pool, update_descriptor_queue,
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thread_worker, notify, program.info,
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thread_worker, &shader_notify, program.info,
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std::move(spv_module));
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} catch (const Shader::Exception& exception) {
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