summaryrefslogtreecommitdiffstats
path: root/src/video_core
diff options
context:
space:
mode:
authorbunnei <bunneidev@gmail.com>2020-08-05 00:43:42 +0200
committerGitHub <noreply@github.com>2020-08-05 00:43:42 +0200
commitefd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4 (patch)
tree4cc20138a03ca793b7bf271e2f32fe3957a8114c /src/video_core
parentMerge pull request #4450 from Morph1984/fix-gamelist-scanning (diff)
parentrenderer_opengl: Use 1/4 of all threads for async shader compilation (diff)
downloadyuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar.gz
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar.bz2
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar.lz
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar.xz
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.tar.zst
yuzu-efd1b57d03637a5a1cfa3ad2d8ae1f9bf5460eb4.zip
Diffstat (limited to 'src/video_core')
-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
if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow
- constexpr auto MAX_THREADS = 2u;
- // Amount of threads we should reserve for other parts of yuzu
- constexpr auto RESERVED_THREADS = 6u;
- // Get the amount of threads we can use(this can return zero)
- const auto cpu_thread_count =
- std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
- // Deduce how many "extra" threads we have to use.
- const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
+ 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, max_threads_unused);
+ 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);