move thread 1/4 count computation into allocate workers method
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				@ -177,15 +177,7 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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    }
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					    }
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    if (device.UseAsynchronousShaders()) {
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					    if (device.UseAsynchronousShaders()) {
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        // Max worker threads we should allow
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					        async_shaders.AllocateWorkers();
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        constexpr u32 MAX_THREADS = 4;
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        // Deduce how many threads we can use
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        const u32 threads_used = std::thread::hardware_concurrency() / 4;
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        // Always allow at least 1 thread regardless of our settings
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        const auto max_worker_count = std::max(1U, threads_used);
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        // Don't use more than MAX_THREADS
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        const auto worker_count = std::min(max_worker_count, MAX_THREADS);
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        async_shaders.AllocateWorkers(worker_count);
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    }
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					    }
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}
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					}
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@ -405,17 +405,7 @@ RasterizerVulkan::RasterizerVulkan(Core::System& system, Core::Frontend::EmuWind
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      wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
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					      wfi_event{device.GetLogical().CreateNewEvent()}, async_shaders{renderer} {
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    scheduler.SetQueryCache(query_cache);
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					    scheduler.SetQueryCache(query_cache);
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    if (device.UseAsynchronousShaders()) {
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					    if (device.UseAsynchronousShaders()) {
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        // The following is subject to move into the allocate workers method, to be api agnostic
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					        async_shaders.AllocateWorkers();
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        // Max worker threads we should allow
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        constexpr u32 MAX_THREADS = 4;
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        // Deduce how many threads we can use
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        const auto threads_used = std::thread::hardware_concurrency() / 4;
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        // Always allow at least 1 thread regardless of our settings
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        const auto max_worker_count = std::max(1U, threads_used);
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        // Don't use more than MAX_THREADS
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        const auto worker_count = std::min(max_worker_count, MAX_THREADS);
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        async_shaders.AllocateWorkers(worker_count);
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    }
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					    }
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}
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					}
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@ -19,9 +19,18 @@ AsyncShaders::~AsyncShaders() {
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    KillWorkers();
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					    KillWorkers();
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}
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					}
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void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
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					void AsyncShaders::AllocateWorkers() {
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					    // Max worker threads we should allow
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					    constexpr u32 MAX_THREADS = 4;
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					    // Deduce how many threads we can use
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					    const u32 threads_used = std::thread::hardware_concurrency() / 4;
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					    // Always allow at least 1 thread regardless of our settings
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					    const auto max_worker_count = std::max(1U, threads_used);
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					    // Don't use more than MAX_THREADS
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					    const auto num_workers = std::min(max_worker_count, MAX_THREADS);
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    // If we're already have workers queued or don't want to queue workers, ignore
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					    // If we're already have workers queued or don't want to queue workers, ignore
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    if (num_workers == worker_threads.size() || num_workers == 0) {
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					    if (num_workers == worker_threads.size()) {
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        return;
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					        return;
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    }
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					    }
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@ -62,7 +62,7 @@ public:
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    ~AsyncShaders();
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					    ~AsyncShaders();
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    /// Start up shader worker threads
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					    /// Start up shader worker threads
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    void AllocateWorkers(std::size_t num_workers);
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					    void AllocateWorkers();
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    /// Clear the shader queue and kill all worker threads
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					    /// Clear the shader queue and kill all worker threads
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    void FreeWorkers();
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					    void FreeWorkers();
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