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android: Use 1 worker for shader compilation for all devices

This commit is contained in:
Charles Lombardo 2023-09-16 20:40:32 -04:00
parent 7282976de3
commit af0c1b0cb7
1 changed files with 5 additions and 4 deletions

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@ -294,10 +294,11 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
texture_cache{texture_cache_}, shader_notify{shader_notify_}, texture_cache{texture_cache_}, shader_notify{shader_notify_},
use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()}, use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
use_vulkan_pipeline_cache{Settings::values.use_vulkan_driver_pipeline_cache.GetValue()}, use_vulkan_pipeline_cache{Settings::values.use_vulkan_driver_pipeline_cache.GetValue()},
workers(device.GetDriverID() == VK_DRIVER_ID_QUALCOMM_PROPRIETARY #ifdef ANDROID
? 1 workers(1, "VkPipelineBuilder"),
: (std::max(std::thread::hardware_concurrency(), 2U) - 1), #else
"VkPipelineBuilder"), workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "VkPipelineBuilder"),
#endif
serialization_thread(1, "VkPipelineSerialization") { serialization_thread(1, "VkPipelineSerialization") {
const auto& float_control{device.FloatControlProperties()}; const auto& float_control{device.FloatControlProperties()};
const VkDriverId driver_id{device.GetDriverID()}; const VkDriverId driver_id{device.GetDriverID()};