fix: correct thread count and shadow projection uniform

- Add reserved client thread count to client threads in server generation calculation.
- Set projection matrix uniform only for non-shadow rendering.
This commit is contained in:
2026-08-06 17:17:29 +08:00
parent c6a75e709e
commit 33cfea1f36
2 changed files with 4 additions and 3 deletions

View File

@@ -110,7 +110,7 @@ inline size_t get_server_gen_threads(RunMode mode) {
auto update_pool = get_server_compute_treads(mode);
auto client_pool = get_client_threads(mode);
auto client = get_client_threads(mode) + CLIENT_RESERVED_THREADS;
size_t remain = available;
@@ -118,7 +118,7 @@ inline size_t get_server_gen_threads(RunMode mode) {
remain -= std::min(remain, update_pool);
remain -= std::min(remain, client_pool);
remain -= std::min(remain, client);
return std::max<size_t>(1, remain);
}