mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-11-01 04:47:53 +00:00
renderer_opengl: Use 1/4 of all threads for async shader compilation
This commit is contained in:
parent
05781ce8c4
commit
e8f22730d1
1 changed files with 4 additions and 9 deletions
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue