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author | Vito Caputo <vcaputo@pengaru.com> | 2023-07-07 16:18:22 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2023-07-07 16:18:22 -0700 |
commit | 011d4df35a480aac9af4d13fc050064af2b2d050 (patch) | |
tree | 4a3dfbde9aa815a08a9fa33140365691014f2bc2 /src/til_args.c | |
parent | 79fe5cfd47bdbd935b3e59f4012f24698c8c6e1b (diff) |
modules/shapes: make threaded
This is just a first stab at threading shapes... whenever shapes
finds itself in a scene it easily becomes a significant
bottleneck, threading is a trivial path to improving that
somewhat.
While at it I also got rid of the need for _checked() variants
which also helps a bit.
But nothing here is proper optimization of the routines.. there's
too much math happening per pixel in a naive fashion.
Diffstat (limited to 'src/til_args.c')
0 files changed, 0 insertions, 0 deletions