It now supports different scheduling schemas: dynamic and static. Static one is the default and it splits work into equal number of range iterations. Dynamic one allocates chunks of 32 iterations which then being dynamically send to a thread which is currently idling. This gives slightly better performance. Still some tricks are possible to have. For example we can use some smarter static scheduling when one thread might steal tasks from another threads when it runs out of work to be done. Also removed unneeded spin lock in the mesh deform evaluation, on the first glance it seemed to be a reduction involved here but int fact threads are just adding value to the original vertex coordinates. No write access to the same element of vertexCos happens from separate threads.
14 KiB
14 KiB