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D3D11: Initialize shader cache before renderer

Otherwise the shaders we need for e.g. postprocessing are null.
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stenzek committed Oct 2, 2019
1 parent e88c269 commit e754c8ab265a85018cb1251578467d1a1f2dbd8a
Showing with 2 additions and 2 deletions.
  1. +2 −2 Source/Core/VideoBackends/D3D/main.cpp
@@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
Shutdown();

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