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authorDavid <25727384+ogniK5377@users.noreply.github.com>2020-08-17 15:06:11 +1000
committerGitHub <noreply@github.com>2020-08-17 15:06:11 +1000
commitcbaf1bc711e79a9094f157d3e0327f3a2c707462 (patch)
tree084010b04064d06dc17716962df430e2bd213e7e /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentbbb5623f52644e62c4dcec9e7776667404a49355 (diff)
parentfde8102a415c546e88346258bf42de2a248113b1 (diff)
Merge pull request #4443 from ameerj/vk-async-shaders
vulkan_renderer: Async shader/graphics pipeline compilation
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index cb284db77..4af5824cd 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -177,15 +177,7 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
}
if (device.UseAsynchronousShaders()) {
- // Max worker threads we should allow
- 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, 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();
}
}