mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 06:15:38 +00:00
GPU/HW: Simplify shader compile progress updates
This commit is contained in:
parent
98af6e7228
commit
096a92ba84
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@ -1464,3 +1464,22 @@ void GPU_HW::DrawRendererStats(bool is_idle_frame)
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}
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#endif
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}
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GPU_HW::ShaderCompileProgressTracker::ShaderCompileProgressTracker(std::string title, u32 total)
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: m_title(std::move(title)), m_min_time(Common::Timer::ConvertSecondsToValue(1.0)),
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m_update_interval(Common::Timer::ConvertSecondsToValue(0.1)), m_start_time(Common::Timer::GetValue()),
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m_last_update_time(0), m_progress(0), m_total(total)
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{
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}
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void GPU_HW::ShaderCompileProgressTracker::Increment()
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{
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m_progress++;
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const u64 tv = Common::Timer::GetValue();
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if ((tv - m_start_time) >= m_min_time && (tv - m_last_update_time) >= m_update_interval)
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{
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g_host_interface->DisplayLoadingScreen(m_title.c_str(), 0, static_cast<int>(m_total), static_cast<int>(m_progress));
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m_last_update_time = tv;
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}
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}
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@ -163,6 +163,23 @@ protected:
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u32 num_uniform_buffer_updates;
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};
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class ShaderCompileProgressTracker
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{
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public:
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ShaderCompileProgressTracker(std::string title, u32 total);
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void Increment();
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private:
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std::string m_title;
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u64 m_start_time;
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u64 m_last_update_time;
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u64 m_min_time;
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u64 m_update_interval;
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u32 m_progress;
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u32 m_total;
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};
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static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
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{
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return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
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@ -508,23 +508,7 @@ bool GPU_HW_D3D11::CompileShaders()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (System::IsStartupCancelled()) \
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{ \
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return false; \
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} \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Shaders", 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1);
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// input layout
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{
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@ -552,7 +536,7 @@ bool GPU_HW_D3D11::CompileShaders()
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}
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}
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UPDATE_PROGRESS();
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progress.Increment();
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m_screen_quad_vertex_shader =
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shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader());
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@ -560,7 +544,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_screen_quad_vertex_shader || !m_uv_quad_vertex_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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for (u8 textured = 0; textured < 2; textured++)
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{
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@ -569,7 +553,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_batch_vertex_shaders[textured])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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@ -589,7 +573,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -599,46 +583,46 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_copy_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_fill_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
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if (!m_vram_fill_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_interlaced_fill_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
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if (!m_vram_interlaced_fill_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_read_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
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if (!m_vram_read_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_write_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
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if (!m_vram_write_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_copy_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader());
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if (!m_vram_copy_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_update_depth_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader());
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if (!m_vram_update_depth_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
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{
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@ -651,7 +635,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_display_pixel_shaders[depth_24bit][interlacing])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -680,7 +664,7 @@ bool GPU_HW_D3D11::CompileShaders()
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return false;
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}
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UPDATE_PROGRESS();
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progress.Increment();
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#undef UPDATE_PROGRESS
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@ -419,19 +419,8 @@ bool GPU_HW_D3D12::CompilePipelines()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 1 + 1 + (2 * 3);
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 +
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2 + 2 + 1 + 1 + (2 * 3));
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// vertex shaders - [textured]
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// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
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@ -445,7 +434,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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if (!batch_vertex_shaders[textured])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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@ -464,7 +453,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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if (!batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -542,7 +531,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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"Batch Pipeline %u,%u,%u,%u,%u,%u", depth_test, render_mode, texture_mode, transparency_mode, dithering,
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interlacing);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -555,7 +544,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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if (!fullscreen_quad_vertex_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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// common state
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gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
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@ -589,7 +578,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectNameFormatted(m_vram_fill_pipelines[interlaced].Get(), "VRAM Fill Pipeline Interlacing=%u",
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interlaced);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -611,7 +600,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectNameFormatted(m_vram_copy_pipelines[depth_test].Get(), "VRAM Copy Pipeline Depth=%u", depth_test);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -633,7 +622,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectNameFormatted(m_vram_write_pipelines[depth_test].Get(), "VRAM Write Pipeline Depth=%u",
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depth_test);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -656,7 +645,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Update Depth Pipeline");
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UPDATE_PROGRESS();
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progress.Increment();
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}
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gpbuilder.Clear();
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@ -683,7 +672,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Readback Pipeline");
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UPDATE_PROGRESS();
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progress.Increment();
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}
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gpbuilder.Clear();
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@ -717,7 +706,7 @@ bool GPU_HW_D3D12::CompilePipelines()
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D3D12::SetObjectNameFormatted(m_display_pipelines[depth_24][interlace_mode].Get(),
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"Display Pipeline Depth=%u Interlace=%u", depth_24, interlace_mode);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -1043,7 +1032,6 @@ void GPU_HW_D3D12::UpdateVRAMReadTexture()
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{
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ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
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const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
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if (m_vram_texture.IsMultisampled())
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@ -517,23 +517,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (System::IsStartupCancelled()) \
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{ \
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return false; \
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} \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Programs", (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1);
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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{
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@ -592,7 +576,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -621,7 +605,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_display_programs[depth_24bit][interlaced] = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -638,7 +622,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->BindUniformBlock("UBOBlock", 1);
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m_vram_interlaced_fill_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog =
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shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
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@ -656,7 +640,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_read_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog =
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shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
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@ -674,7 +658,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_copy_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMUpdateDepthFragmentShader());
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@ -684,7 +668,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_vram_update_depth_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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if (m_use_texture_buffer_for_vram_writes || m_use_ssbo_for_vram_writes)
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{
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@ -706,7 +690,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_vram_write_program = std::move(*prog);
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}
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UPDATE_PROGRESS();
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progress.Increment();
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if (m_downsample_mode == GPUDownsampleMode::Box)
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{
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@ -728,7 +712,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_downsample_program = std::move(*prog);
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}
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UPDATE_PROGRESS();
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progress.Increment();
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#undef UPDATE_PROGRESS
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return true;
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@ -839,23 +839,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = 2 + (4 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 1 + 1 + (2 * 3) + 1;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (System::IsStartupCancelled()) \
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{ \
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return false; \
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} \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 + 2 +
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2 + 2 + 1 + 1 + (2 * 3) + 1);
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// vertex shaders - [textured]
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// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
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@ -874,7 +859,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
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return false;
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batch_vertex_shaders[textured] = shader;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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@ -894,7 +879,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
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return false;
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batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing] = shader;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -986,7 +971,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
|
||||
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] =
|
||||
pipeline;
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1007,7 +992,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
|
||||
Common::ScopeGuard fullscreen_quad_vertex_shader_guard([&fullscreen_quad_vertex_shader, &uv_quad_vertex_shader]() {
|
||||
vkDestroyShaderModule(g_vulkan_context->GetDevice(), fullscreen_quad_vertex_shader, nullptr);
|
||||
|
@ -1042,7 +1027,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
if (m_vram_fill_pipelines[interlaced] == VK_NULL_HANDLE)
|
||||
return false;
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1066,7 +1051,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
|
||||
vkDestroyShaderModule(device, fs, nullptr);
|
||||
|
@ -1091,7 +1076,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
|
||||
vkDestroyShaderModule(device, fs, nullptr);
|
||||
|
@ -1115,7 +1100,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
if (m_vram_update_depth_pipeline == VK_NULL_HANDLE)
|
||||
return false;
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
|
||||
gpbuilder.Clear();
|
||||
|
@ -1140,7 +1125,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
if (m_vram_readback_pipeline == VK_NULL_HANDLE)
|
||||
return false;
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
|
||||
gpbuilder.Clear();
|
||||
|
@ -1171,7 +1156,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
if (m_display_pipelines[depth_24][interlace_mode] == VK_NULL_HANDLE)
|
||||
return false;
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1253,7 +1238,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
UPDATE_PROGRESS();
|
||||
progress.Increment();
|
||||
|
||||
#undef UPDATE_PROGRESS
|
||||
|
||||
|
|
Loading…
Reference in a new issue