gl_shader_cache: Properly implement asynchronous shaders
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@ -318,7 +318,7 @@ GraphicsPipeline* ShaderCache::CurrentGraphicsPipeline() {
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SetXfbState(graphics_key.xfb_state, regs);
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}
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if (current_pipeline && graphics_key == current_pipeline->Key()) {
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return current_pipeline->IsBuilt() ? current_pipeline : nullptr;
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return BuiltPipeline(current_pipeline);
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}
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return CurrentGraphicsPipelineSlowPath();
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}
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