* Store per RenderPass in RenderResult. * Caches are cleared when starting rendering, to make more memory available to GPU rendering. * Caches are cleared on UI changes, when no compositing node editor and no image editor with a render result or viewer node image is visible. * Store 3 channel RGB passes as such, and set alpha 1 in shader. This is an intermediate step before implementing GPU backed ImBuf, to improve performance and figure out cache eviction. Pull Request: https://projects.blender.org/blender/blender/pulls/108818 |
||
---|---|---|
.. | ||
blender | ||
creator | ||
CMakeLists.txt |