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Filter chain loading locks up with parallel compilation in D3D11 when running under ReShade #160

@josejl1987

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@josejl1987

Hello, and thank you for making this!

I've been developing a ReShade addon that enables the use of librashader with the output from Lossless Scaling. However, I've encountered some issues that I hope to resolve.

  1. Shader Behavior Differences Between Runtimes

Some presets from the Sonkun CRT Guest Advanced HD shader pack are behaving very differently across different graphics APIs:

D3D12 Output:

Image

Vulkan & D3D11 Output:

Image

It can be reproduced with the CLI executable as well.

  1. D3D11 Parallel Shader Compilation Issue

Additionally, I had to disable parallel shader compilation for D3D11. When running the addon from a DLL, concurrent calls to ID3D11Device::CreateInputLayout get stuck. Interestingly, this issue does not occur when running the same code from a standalone EXE.

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