diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-05 23:44:33 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-05 23:44:33 +0400 |
commit | 8103381ded923a097eae5a0ba012ae41847a83ad (patch) | |
tree | b2d224fac3262dea4eca154480f26bdd10662c81 /intern/cycles/render/image.h | |
parent | c53fe94bb4973362278b488ef26384a029d3cc69 (diff) |
Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
build BVH's for different meshes, rather than all cooperating on the same mesh.
Especially noticeable for dynamic BVH building for the viewport, gave about
2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
(num_cores + 1) threads will be working, this supposedly gives better
performance on some operating systems, but did not measure performance for
this very detailed yet.
Diffstat (limited to 'intern/cycles/render/image.h')
-rw-r--r-- | intern/cycles/render/image.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/image.h b/intern/cycles/render/image.h index d789e6885e3..cc01b4a8e4c 100644 --- a/intern/cycles/render/image.h +++ b/intern/cycles/render/image.h @@ -65,7 +65,7 @@ private: bool file_load_image(Image *img, device_vector<uchar4>& tex_img); bool file_load_float_image(Image *img, device_vector<float4>& tex_img); - void device_load_image(Device *device, DeviceScene *dscene, int slot); + void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess); void device_free_image(Device *device, DeviceScene *dscene, int slot); }; |