mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-15 22:54:00 +00:00
move thread 1/4 count computation into allocate workers method
This commit is contained in:
parent
31a76410e8
commit
1b829fbd7a
4 changed files with 14 additions and 23 deletions
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,9 +19,18 @@ AsyncShaders::~AsyncShaders() {
|
|||
KillWorkers();
|
||||
}
|
||||
|
||||
void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
|
||||
void AsyncShaders::AllocateWorkers() {
|
||||
// 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 num_workers = std::min(max_worker_count, MAX_THREADS);
|
||||
|
||||
// If we're already have workers queued or don't want to queue workers, ignore
|
||||
if (num_workers == worker_threads.size() || num_workers == 0) {
|
||||
if (num_workers == worker_threads.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ public:
|
|||
~AsyncShaders();
|
||||
|
||||
/// Start up shader worker threads
|
||||
void AllocateWorkers(std::size_t num_workers);
|
||||
void AllocateWorkers();
|
||||
|
||||
/// Clear the shader queue and kill all worker threads
|
||||
void FreeWorkers();
|
||||
|
|
Loading…
Reference in a new issue