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GPU/HW: Fix incorrect range for shader compiling progress
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@ -655,8 +655,6 @@ bool GPU_HW_D3D11::CompileShaders()
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}
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}
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UPDATE_PROGRESS();
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if (m_downsample_mode == GPUDownsampleMode::Adaptive)
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{
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m_downsample_first_pass_pixel_shader =
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@ -518,7 +518,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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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) + 6;
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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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@ -840,7 +840,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
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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 + 2 + (2 * 3) + 1;
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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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@ -1176,8 +1176,6 @@ bool GPU_HW_Vulkan::CompilePipelines()
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}
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}
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UPDATE_PROGRESS();
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if (m_downsample_mode == GPUDownsampleMode::Adaptive)
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{
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gpbuilder.Clear();
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