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authorSergey Sharybin <sergey.vfx@gmail.com>2016-03-03 13:59:20 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-03-03 14:02:31 +0300
commit8c113a95e3536dfa0be37c9e2e924ea8172bb613 (patch)
treefc71fffa34bc552168f79efccd5bd02b14700556 /source/blender/render/extern
parentba7eb0c7b9d93987173780d5b819c7f2ec79b96e (diff)
Make texture node threaded
Quite trivial idea -- just pass tread ID to the texture sampling function. Implemented as a TLS to avoid passing huge amount of extra contexts around. Should be working on all platforms, but compilation test is required. Reviewers: juicyfruit, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1831
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h10
1 files changed, 9 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 2b07ace26db..12b97aedbd3 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -198,7 +198,15 @@ struct ImagePool;
struct Object;
/* this one uses nodes */
-int multitex_ext(struct Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres, struct ImagePool *pool, bool scene_color_manage, const bool skip_load_image);
+int multitex_ext(struct Tex *tex,
+ float texvec[3],
+ float dxt[3], float dyt[3],
+ int osatex,
+ struct TexResult *texres,
+ const short thread,
+ struct ImagePool *pool,
+ bool scene_color_manage,
+ const bool skip_load_image);
/* nodes disabled */
int multitex_ext_safe(struct Tex *tex, float texvec[3], struct TexResult *texres, struct ImagePool *pool, bool scene_color_manage, const bool skip_load_image);
/* only for internal node usage */