VideoBackends: Support a different number of threads for precompiling

At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
This commit is contained in:
Stenzek
2017-07-27 13:15:38 +10:00
parent e17efb1d8d
commit c8f31656cb
14 changed files with 81 additions and 27 deletions

View File

@ -52,7 +52,8 @@ public:
void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
// Needed because of calling virtual methods in shutdown procedure.
void StartWorkerThreads(u32 num_worker_threads);
bool StartWorkerThreads(u32 num_worker_threads);
bool ResizeWorkerThreads(u32 num_worker_threads);
bool HasWorkerThreads() const;
void StopWorkerThreads();