move thread 1/4 count computation into allocate workers method

This commit is contained in:
ameerj 2020-08-05 12:53:26 -04:00
parent 31a76410e8
commit 1b829fbd7a
4 changed files with 14 additions and 23 deletions

View file

@ -405,17 +405,7 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
scheduler.SetQueryCache(query_cache);
if (device.UseAsynchronousShaders()) {
// The following is subject to move into the allocate workers method, to be api agnostic
// Max worker threads we should allow
constexpr u32 MAX_THREADS = 4;
// Deduce how many threads we can use
const auto 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, 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);
async_shaders.AllocateWorkers();
}
}