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