From e0ff98dd34d8180b7c2efc2142c40be83fd84725 Mon Sep 17 00:00:00 2001
From: Morph <39850852+Morph1984@users.noreply.github.com>
Date: Tue, 11 Aug 2020 13:26:23 -0400
Subject: [PATCH] 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.
---
 src/video_core/renderer_opengl/gl_shader_cache.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index be71e17335..eb49a36bf4 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -403,7 +403,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
         }
     };
 
-    const auto num_workers{static_cast<std::size_t>(std::thread::hardware_concurrency() + 1ULL)};
+    const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
     const std::size_t bucket_size{transferable->size() / num_workers};
     std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
     std::vector<std::thread> threads(num_workers);