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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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@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_texture_cache = std::make_unique<TextureCacheBase>();
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g_texture_cache = std::make_unique<TextureCacheBase>();
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g_perf_query = std::make_unique<PerfQuery>();
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g_perf_query = std::make_unique<PerfQuery>();
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if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
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if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
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!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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!g_texture_cache->Initialize())
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!g_texture_cache->Initialize())
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{
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{
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Shutdown();
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Shutdown();
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