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author | Juan Linietsky <juan@godotengine.org> | 2021-03-24 20:44:13 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-04-19 14:12:22 -0300 |
commit | 2b730cad902196e081debfb47c2e3d7ecb472b81 (patch) | |
tree | eb7c7cba55a36012adec07f3846d7e34295980ae /scene/resources/gradient.h | |
parent | 29775a1714d01f35570ef708d24a1cde77aa1a5a (diff) |
Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
Diffstat (limited to 'scene/resources/gradient.h')
0 files changed, 0 insertions, 0 deletions