[D3D12] Unhardcode forgotten pipeline creation thread count
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@ -93,9 +93,7 @@ bool PipelineCache::Initialize() {
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creation_thread_count = uint32_t(FLAGS_d3d12_pipeline_creation_threads);
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creation_thread_count = uint32_t(FLAGS_d3d12_pipeline_creation_threads);
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}
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}
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creation_thread_count = std::min(creation_thread_count, uint32_t(16));
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creation_thread_count = std::min(creation_thread_count, uint32_t(16));
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// TODO(Triang3l): Change the thread count to something non-fixed (3 is just
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for (uint32_t i = 0; i < creation_thread_count; ++i) {
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// for testing).
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for (uint32_t i = 0; i < 3; ++i) {
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std::unique_ptr<xe::threading::Thread> creation_thread =
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std::unique_ptr<xe::threading::Thread> creation_thread =
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xe::threading::Thread::Create({}, [this]() { CreationThread(); });
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xe::threading::Thread::Create({}, [this]() { CreationThread(); });
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creation_thread->set_name("D3D12 Pipelines");
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creation_thread->set_name("D3D12 Pipelines");
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