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authorTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
committerTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
commit6543d3e220a8e481eebe73f67dccaf9e752cef22 (patch)
tree8596ec3249e102cf2a73d23216d06cfd46a70b46 /source/blender/blenlib/intern/rand.c
parent35f3682f7c1a1f336144a643b1a2c0fec5dfe105 (diff)
Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only define for this now is in BLI_threads.h, and currently set to 8. Note that each thread renders an entire tile, and also allocates the buffers for the tiles, so; more threads might work better with smaller tiles. IMPORTANT: node system won't work yet with more than 2 threads! So, don't try material nodes or compositing with over 2 threads. That I'll commit later today. What does work (should work :) is AO and soft shadow now.
Diffstat (limited to 'source/blender/blenlib/intern/rand.c')
-rw-r--r--source/blender/blenlib/intern/rand.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/blenlib/intern/rand.c b/source/blender/blenlib/intern/rand.c
index bf700f8c62c..df01288aab8 100644
--- a/source/blender/blenlib/intern/rand.c
+++ b/source/blender/blenlib/intern/rand.c
@@ -36,6 +36,8 @@
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
+
+#include "BLI_threads.h"
#include "BLI_rand.h"
#ifdef HAVE_CONFIG_H
@@ -163,15 +165,14 @@ void BLI_array_randomize(void *data, int elemSize, int numElems, unsigned int se
}
/* ********* for threaded random ************** */
-#define MAX_RNG_THREADS 16
-static RNG rng_tab[MAX_RNG_THREADS];
+static RNG rng_tab[BLENDER_MAX_THREADS];
void BLI_thread_srandom(int thread, unsigned int seed)
{
extern unsigned char hash[]; // noise.c
- if(thread >= MAX_RNG_THREADS)
+ if(thread >= BLENDER_MAX_THREADS)
thread= 0;
rng_seed(&rng_tab[thread], seed + hash[seed & 255]);