From 271c6794d6295e0022a4088cd0bf6b0592b7abf2 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Fri, 13 Sep 2019 12:43:57 +0200 Subject: Cycles: Viewport Rendering Memory Improvement Small memory reduction change by only storing the pixels of the combined pass when it is being shown in the viewport. Previously the combined pass was always calculated and present in the output buffer. The combined pass will still be calculated. It is a limitation in Blender that Cycles always had a combined pass. This patch will remove the limitation from the code base of Cycles. Blender still has the limitation, but will always request the combined renderpass when doing final rendering. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5784 --- intern/cycles/blender/blender_viewport.cpp | 16 +++------------- 1 file changed, 3 insertions(+), 13 deletions(-) (limited to 'intern/cycles/blender/blender_viewport.cpp') diff --git a/intern/cycles/blender/blender_viewport.cpp b/intern/cycles/blender/blender_viewport.cpp index a74b20f150b..73ef5f94720 100644 --- a/intern/cycles/blender/blender_viewport.cpp +++ b/intern/cycles/blender/blender_viewport.cpp @@ -72,23 +72,13 @@ PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceVi return display_pass; } -PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, - vector &passes, - bool reset_passes) +PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector &passes) { if (b_v3d) { PassType display_pass = BlenderViewportParameters::get_viewport_display_render_pass(b_v3d); - if (reset_passes) { - passes.clear(); - /* We always need a combined pass for now. It would be a good optimization - * to support rendering without combined pass. */ - Pass::add(PASS_COMBINED, passes); - } - - if (display_pass != PASS_COMBINED) { - Pass::add(display_pass, passes); - } + passes.clear(); + Pass::add(display_pass, passes); return display_pass; } -- cgit v1.2.3