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

@ -19,9 +19,18 @@ AsyncShaders::~AsyncShaders() {
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 (num_workers == worker_threads.size() || num_workers == 0) {
if (num_workers == worker_threads.size()) {
return;
}