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Restore parallel GLSL builds
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@ -96,7 +96,7 @@ static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan,
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return shaderModule;
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};
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#if defined(_DEBUG) || PPSSPP_PLATFORM(ANDROID)
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#if defined(_DEBUG)
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// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator which is HEAVILY used by glslang.
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return Promise<VkShaderModule>::AlreadyDone(compile());
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#else
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