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authorJason Fielder <jason_apple>2022-07-01 11:30:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-07-01 11:31:57 +0300
commit4527dd1ce4784292cd3b8dd3764b9cd843020f9a (patch)
tree141a4252da1fbfdf825dd8fbafcd9fa7c644034f /source/blender/draw/engines/eevee
parent3ffc5583411ac6e1286586881bdbe1207a34b386 (diff)
Metal: MTLMemoryManager implementation includes functions which manage allocation of MTLBuffer resources.
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations. These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use. Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D15277
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index bef19c589c2..82944f237ea 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -24,6 +24,7 @@
#include "DEG_depsgraph_query.h"
#include "GPU_capabilities.h"
+#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_state.h"
@@ -646,6 +647,10 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
/* XXX Seems to fix TDR issue with NVidia drivers on linux. */
GPU_finish();
+ /* Perform render step between samples to allow
+ * flushing of freed GPUBackend resources. */
+ GPU_render_step();
+
RE_engine_update_progress(engine, (float)(render_samples++) / (float)tot_sample);
}
}