forked from bartvdbraak/blender
Cycles: Reduce memory used by background light update
Simple change: just get rid of intermediate data a bit earlier, before final pixels array is being allocated. This gives around 30% of memory save during light update (this is about 60meg in the frank sheep file i'm using here). This isn't really visible by artists a lot, because actual spike happens on BVH construction. But it doesn't mean we shouldn't be accurate with memory usage in other areas.
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@ -82,6 +82,8 @@ static void shade_background_pixels(Device *device, DeviceScene *dscene, int res
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device->mem_free(d_input);
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device->mem_free(d_output);
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d_input.clear();
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float4 *d_output_data = reinterpret_cast<float4*>(d_output.data_pointer);
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pixels.resize(width*height);
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