forked from bartvdbraak/blender
082b706e8d
Intel Xeon only), doing a lot of mutex locking is really slow. Getting the image buffer for each texture read then made using more threads actually slow down the render. Now I've split up the function in two parts, one parts that checks if the image is available, and another that does a mutex lock and loading if needed. Changes quite a lot of code, so hopefully doesn't break stuff, but it seemed to survive test with rendering a number of frames using all image types and many threads, though this kind of threading problem only happens once in a while .. so hard to test for. |
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.. | ||
blender | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
kernel | ||
CMakeLists.txt | ||
Makefile | ||
nan_compile.mk | ||
nan_definitions.mk | ||
nan_link.mk | ||
nan_subdirs.mk | ||
nan_warn.mk | ||
SConscript |