Revert [video_core] Improve asynchronous shader building (#2560)

This commit is contained in:
CamilleLaVey
2026-10-15 01:24:27 +02:00
committed by PavelBARABANOV
parent 14da4482a4
commit ece016beec
2 changed files with 10 additions and 0 deletions
@@ -414,6 +414,11 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
if (!use_asynchronous_shaders) {
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.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async
@@ -787,6 +787,11 @@ GraphicsPipeline* PipelineCache::BuiltPipeline(GraphicsPipeline* pipeline) const
if (!use_asynchronous_shaders) {
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.
// Usually these shaders are only used once for building textures so we can assume they
// can't be built async