}
// Pick the next available split point object from the split point stack
- splitPoint = SplitPointStack[master] + threads[master].activeSplitPoints;
- threads[master].activeSplitPoints++;
+ splitPoint = &SplitPointStack[master][threads[master].activeSplitPoints];
// Initialize the split point object
splitPoint->parent = threads[master].splitPoint;
splitPoint->slaves[i] = 0;
threads[master].splitPoint = splitPoint;
+ threads[master].activeSplitPoints++;
// If we are here it means we are not available
assert(threads[master].state != THREAD_AVAILABLE);