gl_shader_cache: Properly implement asynchronous shaders
This commit is contained in:
parent
49946cf780
commit
8c166c68d4
1 changed files with 1 additions and 1 deletions
|
@ -318,7 +318,7 @@ GraphicsPipeline* ShaderCache::CurrentGraphicsPipeline() {
|
||||||
SetXfbState(graphics_key.xfb_state, regs);
|
SetXfbState(graphics_key.xfb_state, regs);
|
||||||
}
|
}
|
||||||
if (current_pipeline && graphics_key == current_pipeline->Key()) {
|
if (current_pipeline && graphics_key == current_pipeline->Key()) {
|
||||||
return current_pipeline->IsBuilt() ? current_pipeline : nullptr;
|
return BuiltPipeline(current_pipeline);
|
||||||
}
|
}
|
||||||
return CurrentGraphicsPipelineSlowPath();
|
return CurrentGraphicsPipelineSlowPath();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue