diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-01-08 13:35:48 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-01-09 18:09:33 +0300 |
commit | 4c4a7e84c64472e38811933646f3fefeb071b0b4 (patch) | |
tree | 5145108f3689d4a24e6ed66137165896eeba43f6 /source/blender/editors/sculpt_paint/paint_cursor.c | |
parent | d2708b0f73d5f0e0a40b36da21c6a0d15405e739 (diff) |
Task scheduler: Use single parallel range function with more flexible function
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_cursor.c')
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_cursor.c | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c index 1378952c4cc..84e75f0e7fc 100644 --- a/source/blender/editors/sculpt_paint/paint_cursor.c +++ b/source/blender/editors/sculpt_paint/paint_cursor.c @@ -318,7 +318,9 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima .pool = pool, .size = size, .rotation = rotation, .radius = radius, }; - BLI_task_parallel_range_ex(0, size, &data, NULL, 0, load_tex_task_cb_ex, true, false); + ParallelRangeSettings settings; + BLI_parallel_range_settings_defaults(&settings); + BLI_task_parallel_range(0, size, &data, load_tex_task_cb_ex, &settings); if (mtex->tex && mtex->tex->nodetree) ntreeTexEndExecTree(mtex->tex->nodetree->execdata); @@ -447,7 +449,9 @@ static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom) .br = br, .buffer = buffer, .size = size, }; - BLI_task_parallel_range(0, size, &data, load_tex_cursor_task_cb, true); + ParallelRangeSettings settings; + BLI_parallel_range_settings_defaults(&settings); + BLI_task_parallel_range(0, size, &data, load_tex_cursor_task_cb, &settings); if (!cursor_snap.overlay_texture) glGenTextures(1, &cursor_snap.overlay_texture); |