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authorLukas Tönne <lukas.toenne@gmail.com>2014-10-06 20:58:41 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:03 +0300
commitfe8fad54b16b01b52811fab7b002ff7ea72cb800 (patch)
treea9215830e5caa55cfd49dcc09ac4406ef984b1c1 /source/blender/blenkernel/BKE_particle.h
parentc1f4542f0f5d00ed47b679bc41ce1d5d33d462ab (diff)
Use the generic task scheduler for threaded particle tasks, i.e.
distribution and path caching for child particles. This gives a significant improvement of viewport playback performance with higher child particle counts. Particles previously used their own threads and had a rather high limit for threading. Also threading apparently was disabled because only 1 thread was being used ...
Diffstat (limited to 'source/blender/blenkernel/BKE_particle.h')
-rw-r--r--source/blender/blenkernel/BKE_particle.h11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/blenkernel/BKE_particle.h b/source/blender/blenkernel/BKE_particle.h
index 39cf5505382..15d3c2f5ee8 100644
--- a/source/blender/blenkernel/BKE_particle.h
+++ b/source/blender/blenkernel/BKE_particle.h
@@ -160,11 +160,11 @@ typedef struct ParticleThreadContext {
float *vg_effector;
} ParticleThreadContext;
-typedef struct ParticleThread {
+typedef struct ParticleTask {
ParticleThreadContext *ctx;
struct RNG *rng, *rng_path;
- int num, tot;
-} ParticleThread;
+ int begin, end;
+} ParticleTask;
typedef struct ParticleBillboardData {
struct Object *ob;
@@ -347,8 +347,9 @@ void psys_get_dupli_texture(struct ParticleSystem *psys, struct ParticleSettings
void psys_get_dupli_path_transform(struct ParticleSimulationData *sim, struct ParticleData *pa, struct ChildParticle *cpa,
struct ParticleCacheKey *cache, float mat[4][4], float *scale);
-ParticleThread *psys_threads_create(struct ParticleSimulationData *sim);
-void psys_threads_free(ParticleThread *threads);
+void psys_thread_context_init(struct ParticleThreadContext *ctx, struct ParticleSimulationData *sim);
+void psys_tasks_create(struct ParticleThreadContext *ctx, int totpart, struct ParticleTask **r_tasks, int *r_numtasks);
+void psys_tasks_free(struct ParticleTask *tasks, int numtasks);
void psys_make_billboard(ParticleBillboardData *bb, float xvec[3], float yvec[3], float zvec[3], float center[3]);
void psys_apply_hair_lattice(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys);