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vk_graphics_pipeline: Fix async shader compilation
* We were actually waiting for the pipelines regardless of the setting, oops
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@ -74,18 +74,20 @@ GraphicsPipeline::GraphicsPipeline(const Instance& instance_, RenderpassCache& r
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GraphicsPipeline::~GraphicsPipeline() = default;
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GraphicsPipeline::~GraphicsPipeline() = default;
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bool GraphicsPipeline::TryBuild(bool wait_built) {
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bool GraphicsPipeline::TryBuild(bool wait_built) {
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// The pipeline is currently being compiled. We can either wait for it
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// or skip the draw.
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if (is_pending) {
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if (is_pending) {
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return true;
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return wait_built;
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}
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}
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// If the shaders haven't been compiled yet, we cannot proceed
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// If the shaders haven't been compiled yet, we cannot proceed.
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const bool shaders_pending = std::any_of(
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const bool shaders_pending = std::any_of(
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stages.begin(), stages.end(), [](Shader* shader) { return shader && !shader->IsDone(); });
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stages.begin(), stages.end(), [](Shader* shader) { return shader && !shader->IsDone(); });
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if (!wait_built && shaders_pending) {
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if (!wait_built && shaders_pending) {
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return false;
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return false;
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}
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}
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// Ask the driver if it can give us the pipeline quickly
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// Ask the driver if it can give us the pipeline quickly.
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if (!wait_built && instance.IsPipelineCreationCacheControlSupported() && Build(true)) {
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if (!wait_built && instance.IsPipelineCreationCacheControlSupported() && Build(true)) {
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return true;
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return true;
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}
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}
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@ -93,7 +95,7 @@ bool GraphicsPipeline::TryBuild(bool wait_built) {
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// Fallback to (a)synchronous compilation
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// Fallback to (a)synchronous compilation
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worker->QueueWork([this] { Build(); });
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worker->QueueWork([this] { Build(); });
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is_pending = true;
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is_pending = true;
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return true;
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return wait_built;
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}
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}
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bool GraphicsPipeline::Build(bool fail_on_compile_required) {
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bool GraphicsPipeline::Build(bool fail_on_compile_required) {
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