From 1b829fbd7a36f9c2b553b04aa39bdf8135d30458 Mon Sep 17 00:00:00 2001 From: ameerj Date: Wed, 5 Aug 2020 12:53:26 -0400 Subject: move thread 1/4 count computation into allocate workers method --- src/video_core/renderer_vulkan/vk_rasterizer.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) (limited to 'src/video_core/renderer_vulkan/vk_rasterizer.cpp') diff --git a/src/video_core/renderer_vulkan/vk_rasterizer.cpp b/src/video_core/renderer_vulkan/vk_rasterizer.cpp index 720802ad5..936f76195 100644 --- a/src/video_core/renderer_vulkan/vk_rasterizer.cpp +++ b/src/video_core/renderer_vulkan/vk_rasterizer.cpp @@ -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(); } } -- cgit v1.2.3