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authorJens Verwiebe <info@jensverwiebe.de>2014-03-31 15:51:40 +0400
committerJens Verwiebe <info@jensverwiebe.de>2014-03-31 15:51:49 +0400
commit277fb1a31fc4b0c9691b3bbab43fd1a970d3e575 (patch)
tree14fdf30a1783d0d4b17ca83f4de8b4e0c4276c66 /source/blender/blenkernel/BKE_scene.h
parente05d35bfaffec69ed4d990f6a90a1b9244970aa4 (diff)
Sculpt/dyntopo: Make the omp threads configurable to overcome performance issues
- autodetect optimal default, which typically avoids HT threads - can store setting in .blend per scene - this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount - Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
Diffstat (limited to 'source/blender/blenkernel/BKE_scene.h')
-rw-r--r--source/blender/blenkernel/BKE_scene.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h
index a10a3f3f59f..972db36d5a6 100644
--- a/source/blender/blenkernel/BKE_scene.h
+++ b/source/blender/blenkernel/BKE_scene.h
@@ -137,6 +137,8 @@ bool BKE_scene_check_rigidbody_active(const struct Scene *scene);
int BKE_scene_num_threads(const struct Scene *scene);
int BKE_render_num_threads(const struct RenderData *r);
+int BKE_scene_num_omp_threads(const struct Scene *scene);
+void BKE_scene_omp_threads_update(const struct Scene *scene);
#ifdef __cplusplus
}
#endif