When skymap mask is present, multithreading is not optimally used
adundovi opened this issue · comments
Andrej Dundovic commented
The procedure in which pixel chunks are distributed across CPU threads ignores masked pixels (in SkymapTemplate.h
), thus threads with many masked pixels are quickly completed and stay idle until other, busy threads finish their chunks. If a computer has many threads and masked scenario is run, redesigning this can bring a significant reduction in the computation time.
Andrej Dundovic commented
2a77f83 gave 40-50% speed up for masked sky maps.