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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.
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14 changed files with 81 additions and 27 deletions
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@ -52,7 +52,8 @@ public:
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void WaitUntilCompletion(const std::function<void(size_t, size_t)>& progress_callback);
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// Needed because of calling virtual methods in shutdown procedure.
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void StartWorkerThreads(u32 num_worker_threads);
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bool StartWorkerThreads(u32 num_worker_threads);
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bool ResizeWorkerThreads(u32 num_worker_threads);
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bool HasWorkerThreads() const;
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void StopWorkerThreads();
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