Metal: Resolve high memory pressure on EEVEE render #107221
|
@ -19,6 +19,8 @@
|
|||
|
||||
#include "DNA_world_types.h"
|
||||
|
||||
#include "GPU_context.h"
|
||||
|
||||
#include "IMB_imbuf.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
|
@ -348,6 +350,16 @@ static void eevee_draw_scene(void *vedata)
|
|||
EEVEE_temporal_sampling_reset(vedata);
|
||||
stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
|
||||
}
|
||||
|
||||
/* Perform render step between samples to allow flushing of freed temporary GPUBackend
|
||||
* resources. This prevents the GPU backend accumulating a high amount of in-flight memory when
|
||||
* performing renders using eevee_draw_scene. e.g. During file thumbnail generation. */
|
||||
if (loop_len > 2) {
|
||||
if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
|
||||
GPU_flush();
|
||||
GPU_render_step();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_COMBINED) != 0) {
|
||||
|
|
Loading…
Reference in New Issue