Searched refs:tilesInArea (Results 1 – 2 of 2) sorted by relevance
52 const dng_point& tilesInArea) { in num_tasks_required() argument53 return ((tilesInArea.v + tilesInTask.v - 1) / tilesInTask.v) * in num_tasks_required()54 ((tilesInArea.h + tilesInTask.h - 1) / tilesInTask.h); in num_tasks_required()60 const dng_point &tilesInArea) { in num_tiles_per_task() argument62 while (num_tasks_required(tilesInTask, tilesInArea) > maxTasks) { in num_tiles_per_task()63 if (tilesInTask.h < tilesInArea.h) { in num_tiles_per_task()65 } else if (tilesInTask.v < tilesInArea.v) { in num_tiles_per_task()77 const dng_point tilesInArea = num_tiles_in_area(area.Size(), tileSize); in compute_task_areas() local78 const dng_point tilesPerTask = num_tiles_per_task(maxTasks, tilesInArea); in compute_task_areas()81 for (int v = 0; v < tilesInArea.v; v += tilesPerTask.v) { in compute_task_areas()[all …]