use super::*; /// A render context on the calling thread. vello_cpu's `RenderContext::new` defaults to a /// multithreaded dispatcher, which panics on filter effects (glows, shadows, blur). pub(crate) fn single_threaded_context(w: u16, h: u16) -> RenderContext { RenderContext::new_with(w, h, vello_cpu::RenderSettings { num_threads: 0, ..Default::default() }) } /// Preferred rasterizer thread count set by the app (Preferences → Performance); negative = automatic. static THREADS_OVERRIDE: std::sync::atomic::AtomicI32 = std::sync::atomic::AtomicI32::new(-1); /// Override the worker-thread count used by renderers created from now on (`None` = automatic). pub fn set_default_threads(n: Option) { THREADS_OVERRIDE.store(n.map_or(-1, i32::from), std::sync::atomic::Ordering::Relaxed); } /// Rasterizer worker threads: 0 on wasm; otherwise one per core up to 8, leaving a core free. On a /// 10-core machine 8 workers render a 50,000-path page 1.4× faster than 4 (9 are slower again); /// the pixels don't depend on the count (`pixels_do_not_depend_on_the_thread_count`). pub fn default_threads() -> u16 { #[cfg(target_arch = "wasm32")] { 0 } #[cfg(not(target_arch = "wasm32"))] { let o = THREADS_OVERRIDE.load(std::sync::atomic::Ordering::Relaxed); if o >= 0 { return o.min(64) as u16; } if std::env::var_os("VECTORCRAFT_RENDER_THREADS").is_some() { return std::env::var("VECTORCRAFT_RENDER_THREADS").ok().and_then(|v| v.parse().ok()).unwrap_or(0); } std::thread::available_parallelism().map(|n| (n.get().saturating_sub(1)).min(8) as u16).unwrap_or(0) } }