mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
Merge pull request #4445 from Morph1984/async-threads
renderer_opengl: Use 1/4 of all threads for async shader compilation
This commit is contained in:
commit
efd1b57d03
1 changed files with 4 additions and 9 deletions
|
@ -178,16 +178,11 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
|
||||||
|
|
||||||
if (device.UseAsynchronousShaders()) {
|
if (device.UseAsynchronousShaders()) {
|
||||||
// Max worker threads we should allow
|
// Max worker threads we should allow
|
||||||
constexpr auto MAX_THREADS = 2u;
|
constexpr u32 MAX_THREADS = 4;
|
||||||
// Amount of threads we should reserve for other parts of yuzu
|
// Deduce how many threads we can use
|
||||||
constexpr auto RESERVED_THREADS = 6u;
|
const u32 threads_used = std::thread::hardware_concurrency() / 4;
|
||||||
// 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;
|
|
||||||
// Always allow at least 1 thread regardless of our settings
|
// 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
|
// Don't use more than MAX_THREADS
|
||||||
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
|
const auto worker_count = std::min(max_worker_count, MAX_THREADS);
|
||||||
async_shaders.AllocateWorkers(worker_count);
|
async_shaders.AllocateWorkers(worker_count);
|
||||||
|
|
Loading…
Reference in a new issue