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Ell authored
In gegl_parallel_distribute_{range,area}(), make sure not to use more threads than there are pixels to process (or, in the case of gegl_parallel_distribute_area(), rows/columns to process), so that each thread has at least some work to do. Since thread cost is now calculated dynamically, low thread-cost values could result in too many threads being used, some of which would process an empty area. This could lead to bugs, on top of being inefficient.