Metal: Resolve high memory pressure on EEVEE render
When EEVEE is rendering multiple samples via eevee_draw_scene, the command submission and in-flight memory pressure would grow until all samples completed, due to lack of intermediate flushing of GPU work and memory. This patch adds a command flush and memory clear for this case which occurs with high TAA sample counts during saving, similar to the process in EEVEE_render_draw. Authored by Apple: Michael Parkin-White Pull Request: https://projects.blender.org/blender/blender/pulls/107221
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@ -19,6 +19,8 @@
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#include "DNA_world_types.h"
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#include "GPU_context.h"
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#include "IMB_imbuf.h"
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#include "eevee_private.h"
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@ -348,6 +350,16 @@ static void eevee_draw_scene(void *vedata)
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EEVEE_temporal_sampling_reset(vedata);
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stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
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}
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/* Perform render step between samples to allow flushing of freed temporary GPUBackend
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* resources. This prevents the GPU backend accumulating a high amount of in-flight memory when
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* performing renders using eevee_draw_scene. e.g. During file thumbnail generation. */
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if (loop_len > 2) {
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if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
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GPU_flush();
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GPU_render_step();
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}
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}
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}
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if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_COMBINED) != 0) {
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