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maximize concurrent shader compilation when loading shader cache
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1 changed files with 4 additions and 2 deletions
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@ -88,16 +88,18 @@ private:
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// TODO: find out if it would be possible to cache compiled Metal shaders
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// TODO: find out if it would be possible to cache compiled Metal shaders
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void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId)
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void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId)
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{
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{
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s_isLoadingShadersMtl = true;
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// Maximize shader compilation speed
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static_cast<MetalRenderer*>(g_renderer.get())->GetDevice()->setShouldMaximizeConcurrentCompilation(true);
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}
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}
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void RendererShaderMtl::ShaderCacheLoading_end()
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void RendererShaderMtl::ShaderCacheLoading_end()
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{
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{
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s_isLoadingShadersMtl = false;
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static_cast<MetalRenderer*>(g_renderer.get())->GetDevice()->setShouldMaximizeConcurrentCompilation(false);
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}
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}
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void RendererShaderMtl::ShaderCacheLoading_Close()
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void RendererShaderMtl::ShaderCacheLoading_Close()
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{
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{
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// Do nothing
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}
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}
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void RendererShaderMtl::Initialize()
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void RendererShaderMtl::Initialize()
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