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@ -20,14 +20,15 @@ AsyncShaders::~AsyncShaders() {
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}
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}
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void AsyncShaders::AllocateWorkers() {
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void AsyncShaders::AllocateWorkers() {
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// Max worker threads we should allow
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// Use at least one thread
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constexpr u32 MAX_THREADS = 4;
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u32 num_workers = 1;
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// Deduce how many threads we can use
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const u32 threads_used = std::thread::hardware_concurrency() / 4;
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// Deduce how many more threads we can use
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// Always allow at least 1 thread regardless of our settings
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const u32 thread_count = std::thread::hardware_concurrency();
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const auto max_worker_count = std::max(1U, threads_used);
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if (thread_count >= 8) {
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// Don't use more than MAX_THREADS
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// Increase async workers by 1 for every 2 threads >= 8
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const auto num_workers = std::min(max_worker_count, MAX_THREADS);
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num_workers += 1 + (thread_count - 8) / 2;
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}
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// If we already have workers queued, ignore
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// If we already have workers queued, ignore
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if (num_workers == worker_threads.size()) {
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if (num_workers == worker_threads.size()) {
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