diff options
Diffstat (limited to 'src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp')
-rw-r--r-- | src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp | 20 |
1 files changed, 3 insertions, 17 deletions
diff --git a/src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp b/src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp index 41aef69a0..99683a6d8 100644 --- a/src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp +++ b/src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp @@ -41,6 +41,7 @@ #include <Qt3DRender/private/qrenderaspect_p.h> #include <QThread> +#include <Qt3DCore/private/qaspectjobmanager_p.h> QT_BEGIN_NAMESPACE @@ -567,7 +568,7 @@ RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int rende // In some cases having less jobs is better (especially on fast cpus where // splitting just adds more overhead). Ideally, we should try to set the value // depending on the platform/CPU/nbr of cores - m_optimalParallelJobCount = QThread::idealThreadCount(); + m_optimalParallelJobCount = Qt3DCore::QAspectJobManager::idealThreadCount(); } RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const @@ -917,22 +918,7 @@ bool RenderViewBuilder::lightCacheNeedsToBeRebuilt() const int RenderViewBuilder::defaultJobCount() { - static int jobCount = 0; - if (jobCount) - return jobCount; - - const QByteArray maxThreadCount = qgetenv("QT3D_MAX_THREAD_COUNT"); - if (!maxThreadCount.isEmpty()) { - bool conversionOK = false; - const int maxThreadCountValue = maxThreadCount.toInt(&conversionOK); - if (conversionOK) { - jobCount = maxThreadCountValue; - return jobCount; - } - } - - jobCount = QThread::idealThreadCount(); - return jobCount; + return Qt3DCore::QAspectJobManager::idealThreadCount(); } int RenderViewBuilder::optimalJobCount() const |