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authorGravatar Morph2020-07-28 05:07:24 -0400
committerGravatar Morph2020-07-28 05:08:27 -0400
commite8f22730d1eb1db328b3be080985b4da770acb3a (patch)
tree738d114d2798c08512fa040e2f9d8e2c0dda06a8
parentMerge pull request #4437 from lioncash/ptr (diff)
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renderer_opengl: Use 1/4 of all threads for async shader compilation
Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp13
1 files changed, 4 insertions, 9 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 03e82c599..cb284db77 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -178,16 +178,11 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
178 178
179 if (device.UseAsynchronousShaders()) { 179 if (device.UseAsynchronousShaders()) {
180 // Max worker threads we should allow 180 // Max worker threads we should allow
181 constexpr auto MAX_THREADS = 2u; 181 constexpr u32 MAX_THREADS = 4;
182 // Amount of threads we should reserve for other parts of yuzu 182 // Deduce how many threads we can use
183 constexpr auto RESERVED_THREADS = 6u; 183 const u32 threads_used = std::thread::hardware_concurrency() / 4;
184 // Get the amount of threads we can use(this can return zero)
185 const auto cpu_thread_count =
186 std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
187 // Deduce how many "extra" threads we have to use.
188 const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
189 // Always allow at least 1 thread regardless of our settings 184 // Always allow at least 1 thread regardless of our settings
190 const auto max_worker_count = std::max(1u, max_threads_unused); 185 const auto max_worker_count = std::max(1U, threads_used);
191 // Don't use more than MAX_THREADS 186 // Don't use more than MAX_THREADS
192 const auto worker_count = std::min(max_worker_count, MAX_THREADS); 187 const auto worker_count = std::min(max_worker_count, MAX_THREADS);
193 async_shaders.AllocateWorkers(worker_count); 188 async_shaders.AllocateWorkers(worker_count);