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- From: Steven Parker <sparker@cs.utah.edu>
- To: James Bigler <bigler@cs.utah.edu>
- Cc: Abe Stephens <abe@sci.utah.edu>, "'manta@sci.utah.edu'" <manta@sci.utah.edu>
- Subject: Re: [MANTA] Per-thread storage during intersection??
- Date: Fri, 22 Jul 2005 12:55:52 -0600
But if it is just temporary during intersection, you wouldn't want
every object to have it's own allocation.
Two other ideas come to mind:
- Make per-thread new/delete/malloc/free. Might be a bit of work, and
still might be too slow for intersect.
- Make a method in RenderContext similar to getScatchpad that returned
a pointer to a buffer and would reallocate that buffer if it were too
small. Abe, is this what you had in mind?
Steve
On Jul 22, 2005, at 12:50 PM, James Bigler wrote:
Who needs to access the memory. Per thread memory is often stored at
the accessor's level. See JitterSampler for an example.
James
Abe Stephens wrote:
Hey,
I need some per-thread memory during intersection.
I think I can hack this into the code (some singleton sitting out
there with buffers that are indexed by RenderContext::proc).
Does anyone have an idea of how to more gracefully add it? Maybe
mutable as part of the render context?
Abe
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