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move thread 1/4 count computation into allocate workers method

This commit is contained in:
ameerj 2020-08-05 12:53:26 -04:00
parent 31a76410e8
commit 1b829fbd7a
4 changed files with 14 additions and 23 deletions

View File

@ -177,15 +177,7 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
} }
if (device.UseAsynchronousShaders()) { if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow async_shaders.AllocateWorkers();
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);
} }
} }

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@ -405,17 +405,7 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} { wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
scheduler.SetQueryCache(query_cache); scheduler.SetQueryCache(query_cache);
if (device.UseAsynchronousShaders()) { if (device.UseAsynchronousShaders()) {
// The following is subject to move into the allocate workers method, to be api agnostic async_shaders.AllocateWorkers();
// 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);
} }
} }

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@ -19,9 +19,18 @@ AsyncShaders::~AsyncShaders() {
KillWorkers(); 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 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; return;
} }

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@ -62,7 +62,7 @@ public:
~AsyncShaders(); ~AsyncShaders();
/// Start up shader worker threads /// Start up shader worker threads
void AllocateWorkers(std::size_t num_workers); void AllocateWorkers();
/// Clear the shader queue and kill all worker threads /// Clear the shader queue and kill all worker threads
void FreeWorkers(); void FreeWorkers();