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author | Jens Verwiebe <info@jensverwiebe.de> | 2014-03-31 15:51:40 +0400 |
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committer | Jens Verwiebe <info@jensverwiebe.de> | 2014-03-31 15:51:49 +0400 |
commit | 277fb1a31fc4b0c9691b3bbab43fd1a970d3e575 (patch) | |
tree | 14fdf30a1783d0d4b17ca83f4de8b4e0c4276c66 /source/blender/blenkernel/BKE_scene.h | |
parent | e05d35bfaffec69ed4d990f6a90a1b9244970aa4 (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.h | 2 |
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 |