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renderer_opengl: Use 1/4 of all threads for async shader compilation

This commit is contained in:
Morph 2020-07-28 05:07:24 -04:00
parent 05781ce8c4
commit e8f22730d1

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@ -178,16 +178,11 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow
constexpr auto MAX_THREADS = 2u;
// Amount of threads we should reserve for other parts of yuzu
constexpr auto RESERVED_THREADS = 6u;
// Get the amount of threads we can use(this can return zero)
const auto cpu_thread_count =
std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
// Deduce how many "extra" threads we have to use.
const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
constexpr u32 MAX_THREADS = 4;
// Deduce how many threads we can use
const u32 threads_used = std::thread::hardware_concurrency() / 4;
// Always allow at least 1 thread regardless of our settings
const auto max_worker_count = std::max(1u, max_threads_unused);
const auto max_worker_count = std::max(1U, threads_used);
// Don't use more than MAX_THREADS
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
async_shaders.AllocateWorkers(worker_count);