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-rw-r--r--src/plugins/renderers/opengl/renderer/renderviewbuilder.cpp20
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