Fix Cycles allocating result too early
When tiled rendering was used the render result was allocated at the end of every view layer render as opposite of an intended end of all rendering. Modify the render_result_end so that it only ensures pixels are allocated if pixels are actually copied over.
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@@ -435,8 +435,6 @@ void RE_engine_end_result(
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return;
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}
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re_ensure_passes_allocated_thread_safe(re);
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if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES)) {
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const HighlightedTile tile = highlighted_tile_from_result_get(re, result);
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@@ -445,6 +443,7 @@ void RE_engine_end_result(
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if (!cancel || merge_results) {
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if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW))) {
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re_ensure_passes_allocated_thread_safe(re);
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render_result_merge(re->result, result);
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}
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