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
This commit is contained in:
Jeroen Bakker 2019-09-13 12:43:57 +02:00
parent 11b0c2080c
commit 271c6794d6
7 changed files with 9 additions and 24 deletions

View File

@ -899,7 +899,7 @@ BufferParams BlenderSync::get_buffer_params(BL::RenderSettings &b_render,
params.height = height;
}
update_viewport_display_passes(b_v3d, params.passes, false);
update_viewport_display_passes(b_v3d, params.passes);
return params;
}

View File

@ -344,7 +344,7 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
Film prevfilm = *film;
if (b_v3d) {
film->display_pass = update_viewport_display_passes(b_v3d, film->passes, true);
film->display_pass = update_viewport_display_passes(b_v3d, film->passes);
}
film->exposure = get_float(cscene, "film_exposure");
@ -520,7 +520,6 @@ int BlenderSync::get_denoising_pass(BL::RenderPass &b_pass)
vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
{
vector<Pass> passes;
Pass::add(PASS_COMBINED, passes);
/* loop over passes */
BL::RenderLayer::passes_iterator b_pass_iter;

View File

@ -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<Pass> &passes,
bool reset_passes)
PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &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;
}

View File

@ -49,9 +49,7 @@ class BlenderViewportParameters {
static PassType get_viewport_display_render_pass(BL::SpaceView3D &b_v3d);
};
PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d,
vector<Pass> &passes,
bool reset_passes);
PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes);
CCL_NAMESPACE_END

View File

@ -397,7 +397,9 @@ ccl_device_inline void kernel_write_result(KernelGlobals *kg,
float alpha;
float3 L_sum = path_radiance_clamp_and_sum(kg, L, &alpha);
kernel_write_pass_float4(buffer, make_float4(L_sum.x, L_sum.y, L_sum.z, alpha));
if (kernel_data.film.pass_flag & PASSMASK(COMBINED)) {
kernel_write_pass_float4(buffer, make_float4(L_sum.x, L_sum.y, L_sum.z, alpha));
}
kernel_write_light_passes(kg, buffer, L);

View File

@ -43,8 +43,6 @@ BufferParams::BufferParams()
denoising_data_pass = false;
denoising_clean_pass = false;
denoising_prefiltered_pass = false;
Pass::add(PASS_COMBINED, passes);
}
void BufferParams::get_offset_stride(int &offset, int &stride)

View File

@ -293,8 +293,6 @@ NODE_DEFINE(Film)
Film::Film() : Node(node_type)
{
Pass::add(PASS_COMBINED, passes);
use_light_visibility = false;
filter_table_offset = TABLE_OFFSET_INVALID;
cryptomatte_passes = CRYPT_NONE;