diff --git a/src/xenia/gpu/d3d12/pipeline_cache.cc b/src/xenia/gpu/d3d12/pipeline_cache.cc index f8617355a..3a0cb3313 100644 --- a/src/xenia/gpu/d3d12/pipeline_cache.cc +++ b/src/xenia/gpu/d3d12/pipeline_cache.cc @@ -703,37 +703,39 @@ void PipelineCache::InitializeShaderStorage( ++pipelines_created; } - CreateQueuedPipelinesOnProcessorThread(); - if (creation_threads_.size() > creation_thread_original_count) { - { - std::lock_guard lock(creation_request_lock_); - creation_threads_shutdown_from_ = creation_thread_original_count; - // Assuming the queue is empty because of - // CreateQueuedPipelinesOnProcessorThread. - } - creation_request_cond_.notify_all(); - while (creation_threads_.size() > creation_thread_original_count) { - xe::threading::Wait(creation_threads_.back().get(), false); - creation_threads_.pop_back(); - } - bool await_creation_completion_event; - { - // Cleanup so additional threads can be created later again. - std::lock_guard lock(creation_request_lock_); - creation_threads_shutdown_from_ = SIZE_MAX; - // If the invocation is blocking, all the shader storage initialization - // is expected to be done before proceeding, to avoid latency in the - // command processor after the invocation. - await_creation_completion_event = - blocking && creation_threads_busy_ != 0; - if (await_creation_completion_event) { - creation_completion_event_->Reset(); - creation_completion_set_event_ = true; + if (!creation_threads_.empty()) { + CreateQueuedPipelinesOnProcessorThread(); + if (creation_threads_.size() > creation_thread_original_count) { + { + std::lock_guard lock(creation_request_lock_); + creation_threads_shutdown_from_ = creation_thread_original_count; + // Assuming the queue is empty because of + // CreateQueuedPipelinesOnProcessorThread. + } + creation_request_cond_.notify_all(); + while (creation_threads_.size() > creation_thread_original_count) { + xe::threading::Wait(creation_threads_.back().get(), false); + creation_threads_.pop_back(); + } + bool await_creation_completion_event; + { + // Cleanup so additional threads can be created later again. + std::lock_guard lock(creation_request_lock_); + creation_threads_shutdown_from_ = SIZE_MAX; + // If the invocation is blocking, all the shader storage + // initialization is expected to be done before proceeding, to avoid + // latency in the command processor after the invocation. + await_creation_completion_event = + blocking && creation_threads_busy_ != 0; + if (await_creation_completion_event) { + creation_completion_event_->Reset(); + creation_completion_set_event_ = true; + } + } + if (await_creation_completion_event) { + creation_request_cond_.notify_one(); + xe::threading::Wait(creation_completion_event_.get(), false); } - } - if (await_creation_completion_event) { - creation_request_cond_.notify_one(); - xe::threading::Wait(creation_completion_event_.get(), false); } }