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_}, | ||||
|       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()}; | ||||
|   | ||||
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