Multi-thread shaders generation when compiling materials (#3464)
* Stop using members as globals between methods * Multi-thread shaders generation with JobSystem * Pass JobSystem to MaterialBuilder::build() * Fix MeshAssimp to use the new API * Allow the Java API to pass a job system via Engine * Update docs * Apply suggestions from code review Co-authored-by: Philip Rideout <philiprideout@gmail.com>
This commit is contained in:
@@ -306,3 +306,9 @@ Java_com_google_android_filament_Engine_nGetRenderableManager(JNIEnv*, jclass,
|
||||
Engine* engine = (Engine*) nativeEngine;
|
||||
return (jlong) &engine->getRenderableManager();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_Engine_nGetJobSystem(JNIEnv*, jclass, jlong nativeEngine) {
|
||||
Engine* engine = (Engine*) nativeEngine;
|
||||
return (jlong) &engine->getJobSystem();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user