+ // sometimes we're in a bad situation that the algorithm is so slow that we can not
+ // create enough kernel_accel to do both, keep the gpu busy and stay below target_ms.
+ // however, we need to have a minimum kernel_accel and kernel_loops of 32.
+ // luckily, at this level of workload, it became a linear function
+
+ if (kernel_accel < 32 || kernel_loops < 32)
+ {
+ const u32 kernel_power = kernel_accel * kernel_loops;
+
+ // find sqrt
+
+ u32 sqrtv;
+
+ for (sqrtv = 1; sqrtv < 0x100000; sqrtv++)
+ {
+ if ((sqrtv * sqrtv) >= kernel_power) break;
+ }
+
+ const u32 kernel_accel_try = sqrtv;
+ const u32 kernel_loops_try = sqrtv;
+
+ if ((kernel_accel_try <= kernel_accel_max) && (kernel_loops_try >= kernel_loops_min))
+ {
+ kernel_accel = kernel_accel_try;
+ kernel_loops = kernel_loops_try;
+ }
+ }
+