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authorPatrick Mours <pmours@nvidia.com>2020-02-26 18:30:42 +0300
committerPatrick Mours <pmours@nvidia.com>2020-02-28 18:12:29 +0300
commitaf54bbd61c769c69891c9b39df19eb3cad9dafe2 (patch)
tree927403db3791116c9a760f6791426e8164ca9804 /intern/cycles/render/tile.h
parent03e04d4db78972709ea9c6889afcf72fdaae80a2 (diff)
Cycles: Rework tile scheduling for denoising
This fixes denoising being delayed until after all rendering has finished. Instead, tile-based denoising is now part of the "RENDER" task again, so that it is all in one task and does not cause issues with dedicated task pools where tasks are serialized. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6940
Diffstat (limited to 'intern/cycles/render/tile.h')
-rw-r--r--intern/cycles/render/tile.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/tile.h b/intern/cycles/render/tile.h
index 14c693683c4..9fb9c1ca782 100644
--- a/intern/cycles/render/tile.h
+++ b/intern/cycles/render/tile.h
@@ -106,7 +106,7 @@ class TileManager {
void reset(BufferParams &params, int num_samples);
void set_samples(int num_samples);
bool next();
- bool next_tile(Tile *&tile, int device, bool denoising);
+ bool next_tile(Tile *&tile, int device, uint tile_types);
bool finish_tile(int index, bool &delete_tile);
bool done();
bool has_tiles();