Ver Fonte

move thread 1/4 count computation into allocate workers method

ameerj há 6 anos atrás
pai
commit
1b829fbd7a

+ 1 - 9
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -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();
     }
 }
 

+ 1 - 11
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();
     }
 }
 

+ 11 - 2
src/video_core/shader/async_shaders.cpp

@@ -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;
     }
 

+ 1 - 1
src/video_core/shader/async_shaders.h

@@ -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();