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gl_shader_cache: Use std::max() for determining num_workers

Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
This commit is contained in:
Morph 2020-08-11 13:26:23 -04:00
parent a8ffe6eee4
commit e0ff98dd34
1 changed files with 1 additions and 1 deletions

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@ -403,7 +403,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
} }
}; };
const auto num_workers{static_cast<std::size_t>(std::thread::hardware_concurrency() + 1ULL)}; const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
const std::size_t bucket_size{transferable->size() / num_workers}; const std::size_t bucket_size{transferable->size() / num_workers};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers); std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
std::vector<std::thread> threads(num_workers); std::vector<std::thread> threads(num_workers);