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Render: Lazily allocate render passes pixels storage
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Authored by Sergey Sharybin (sergey) on Aug 11 2021, 4:26 PM.

Details

Summary

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).

Note that the patch is against master, and is required to move forward
with the Cycles X hi-res image rendering.

Diff Detail

Repository
rB Blender

Event Timeline

Sergey Sharybin (sergey) requested review of this revision.Aug 11 2021, 4:26 PM
Sergey Sharybin (sergey) created this revision.
Brecht Van Lommel (brecht) added inline comments.
source/blender/draw/engines/image/image_engine.c
124

si -> is

This revision is now accepted and ready to land.Aug 11 2021, 5:25 PM

Fix Spanish accent typo :)