From e0ff98dd34d8180b7c2efc2142c40be83fd84725 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Tue, 11 Aug 2020 13:26:23 -0400 Subject: [PATCH] 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. --- src/video_core/renderer_opengl/gl_shader_cache.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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::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> contexts(num_workers); std::vector threads(num_workers);