android: Use 1 worker for shader compilation for all devices
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@ -294,10 +294,11 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
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texture_cache{texture_cache_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
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use_vulkan_pipeline_cache{Settings::values.use_vulkan_driver_pipeline_cache.GetValue()},
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workers(device.GetDriverID() == VK_DRIVER_ID_QUALCOMM_PROPRIETARY
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? 1
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: (std::max(std::thread::hardware_concurrency(), 2U) - 1),
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"VkPipelineBuilder"),
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#ifdef ANDROID
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workers(1, "VkPipelineBuilder"),
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#else
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workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "VkPipelineBuilder"),
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#endif
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serialization_thread(1, "VkPipelineSerialization") {
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const auto& float_control{device.FloatControlProperties()};
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const VkDriverId driver_id{device.GetDriverID()};
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