maximize concurrent shader compilation when loading shader cache

This commit is contained in:
Samuliak 2024-11-15 19:52:22 +01:00
parent a72136419c
commit a81ee7934e
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@ -88,16 +88,18 @@ private:
// TODO: find out if it would be possible to cache compiled Metal shaders // TODO: find out if it would be possible to cache compiled Metal shaders
void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId) void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId)
{ {
s_isLoadingShadersMtl = true; // Maximize shader compilation speed
static_cast<MetalRenderer*>(g_renderer.get())->GetDevice()->setShouldMaximizeConcurrentCompilation(true);
} }
void RendererShaderMtl::ShaderCacheLoading_end() void RendererShaderMtl::ShaderCacheLoading_end()
{ {
s_isLoadingShadersMtl = false; static_cast<MetalRenderer*>(g_renderer.get())->GetDevice()->setShouldMaximizeConcurrentCompilation(false);
} }
void RendererShaderMtl::ShaderCacheLoading_Close() void RendererShaderMtl::ShaderCacheLoading_Close()
{ {
// Do nothing
} }
void RendererShaderMtl::Initialize() void RendererShaderMtl::Initialize()