D3D11: Initialize shader cache before renderer

Otherwise the shaders we need for e.g. postprocessing are null.
This commit is contained in:
Stenzek 2019-10-02 11:50:09 +10:00
parent e88c269d02
commit e754c8ab26
1 changed files with 2 additions and 2 deletions

View File

@ -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();