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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp13
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp2
2 files changed, 5 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 03e82c599..cb284db77 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -178,16 +178,11 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
if (device.UseAsynchronousShaders()) {
// Max worker threads we should allow
- constexpr auto MAX_THREADS = 2u;
- // Amount of threads we should reserve for other parts of yuzu
- constexpr auto RESERVED_THREADS = 6u;
- // Get the amount of threads we can use(this can return zero)
- const auto cpu_thread_count =
- std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
- // Deduce how many "extra" threads we have to use.
- const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
+ 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, max_threads_unused);
+ 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);
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index be71e1733..eb49a36bf 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -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};
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
std::vector<std::thread> threads(num_workers);