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