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gl_shader_cache: Use std::max() for determining num_workers
Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
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@ -403,7 +403,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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};
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const auto num_workers{static_cast<std::size_t>(std::thread::hardware_concurrency() + 1ULL)};
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const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
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const std::size_t bucket_size{transferable->size() / num_workers};
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const std::size_t bucket_size{transferable->size() / num_workers};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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std::vector<std::thread> threads(num_workers);
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