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authorSergey Sharybin <sergey@blender.org>2021-08-04 16:37:18 +0300
committerSergey Sharybin <sergey@blender.org>2021-08-24 17:20:57 +0300
commit038f9b7f4a0e58da671079fd09aecdb926f12b0f (patch)
tree11e1ed18297d3cd006262b265f72489c2b09c3dd /source/blender/render/RE_pipeline.h
parent7aff40f410f4bb869c8045a67cda6a6ab6810a13 (diff)
Render: Lazily allocate render passes pixels storage
The idea is to only allocate pixel storage only when there is an actual data to be written to them. This moves the code forward a better support of high-res rendering when pixel storage is not allocated until render engine is ready to provide pixel data. Is expected to be no functional changes for neither users no external engines. The only difference is that the motion and depth passes will be displayed as transparent for until render engine provides any tile result (at which point the pixels will be allocated and initialized to infinite depth). Differential Revision: https://developer.blender.org/D12195
Diffstat (limited to 'source/blender/render/RE_pipeline.h')
-rw-r--r--source/blender/render/RE_pipeline.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/render/RE_pipeline.h b/source/blender/render/RE_pipeline.h
index 4534c86f7f7..cd839385bfb 100644
--- a/source/blender/render/RE_pipeline.h
+++ b/source/blender/render/RE_pipeline.h
@@ -155,6 +155,8 @@ typedef struct RenderResult {
char *error;
struct StampData *stamp_data;
+
+ bool passes_allocated;
} RenderResult;
typedef struct RenderStats {