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Extensible Markup Language  |  2009-11-26  |  3.1 KB  |  96 lines

  1. <?xml version="1.0" encoding="utf-8"?>
  2. <workerMap>
  3.   <workerThread name="core_0_high" priority="abovenormal" core="0" stacksize="131072" />
  4.   <workerThread name="core_1_high" priority="abovenormal" core="1" stacksize="131072" />
  5.   <workerThread name="core_1_below_normal" priority="belownormal" core="1" stacksize="131072" />
  6.   <workerThread name="core_0_normal" priority="normal" core="0" stacksize="131072" />
  7.   <workerThread name="plugin_finalise_1" priority="abovenormal" core="1" stacksize="131072" />
  8.   <workerThread name="visibility_task_1" priority="normal" core="1" stacksize="131072" />
  9.   <workerThread name="gc_01" priority="abovenormal" core="0" stacksize="32768" />
  10.   <workerThread name="gc_02" priority="abovenormal" core="1" stacksize="32768" />
  11.  
  12.   <workerSet name="plugin_finalise" jobpoolsize="1024" >
  13.     <worker name="plugin_finalise_1" />
  14.   </workerSet>
  15.  
  16.   <workerSet name="cloth" jobpoolsize="1024" >
  17.   </workerSet>
  18.  
  19.   <workerSet name="ai" jobpoolsize="1024" >
  20.   </workerSet>
  21.  
  22.   <workerSet name="collision" jobpoolsize="1024" >
  23.   </workerSet>
  24.  
  25.   <!-- solver cannot run on same threads as softbody -->
  26.   <workerSet name="solver" jobpoolsize="1024" >
  27.   </workerSet>
  28.  
  29.   <workerSet name="softbody" jobpoolsize="1024">
  30.     <worker name="core_1_below_normal" />
  31.     <worker name="core_0_normal" />
  32.   </workerSet>
  33.  
  34.   <workerSet name="handling" jobpoolsize="1024" >
  35.   </workerSet>
  36.  
  37.   <workerSet name="pfx" jobpoolsize="1024" >
  38.   </workerSet>
  39.  
  40.   <workerSet name="visibility" jobpoolsize="1024" >
  41.     <worker name="visibility_task_1" />
  42.   </workerSet>
  43.  
  44.   <workerSet name="ground_cover" jobpoolsize="1024" >
  45.     <worker name="core_0_high" />
  46.     <worker name="core_1_high" />
  47.   </workerSet>
  48.  
  49.   <workerSet name="ground_cover_workers" jobpoolsize="1024" >
  50.     <worker name="gc_01" />
  51.     <worker name="gc_02" />
  52.   </workerSet>
  53.  
  54.   <workerSet name="storage" jobpoolsize="1024" >
  55.     <worker name="core_1_high" />
  56.   </workerSet>
  57.  
  58.   <workerSet name="pssg_storage" jobpoolsize="1024" >
  59.     <worker name="core_1_high" />
  60.   </workerSet>
  61.  
  62.   <workerSet name="generic_workers" jobpoolsize="1024" >
  63.   </workerSet>
  64.  
  65.   <workerSet name="replay_serialisation_workers" jobpoolsize="1024" >
  66.   </workerSet>
  67.  
  68.   <workerSet name="anim" jobpoolsize="1024" >
  69.     <worker name="core_1_below_normal" />
  70.   </workerSet>
  71.  
  72.   <workerSet name="build_crowd" jobpoolsize="1024">
  73.     <worker name="core_1_below_normal" />
  74.   </workerSet>
  75.  
  76.   <workerSet name="in_car_characters" jobpoolsize="1024" >
  77.     <worker name="core_0_high" />
  78.     <worker name="core_1_high" />
  79.   </workerSet>
  80.  
  81.   <workerSet name="vehicleSingleThreaded" jobpoolsize="1024" >
  82.     <!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
  83.     <worker name="core_0_high" />
  84.     <worker name="core_1_high" />
  85.   </workerSet>
  86.  
  87.   <workerSet name="audio" jobpoolsize="1024" >
  88.     <worker name="core_0_normal" />
  89.   </workerSet>
  90.  
  91.   <workerSet name="damageSkinning" jobpoolsize="1024">
  92.     <worker name="core_1_below_normal" />
  93.     <worker name="core_0_normal" />
  94.   </workerSet>
  95. </workerMap>
  96.