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

View file

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