Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
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@@ -74,6 +74,29 @@ int BufferParams::get_passes_size()
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return align_up(size, 4);
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}
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/* Render Buffer Task */
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RenderTile::RenderTile()
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{
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x = 0;
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y = 0;
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w = 0;
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h = 0;
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start_sample = 0;
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num_samples = 0;
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resolution = 0;
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offset = 0;
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stride = 0;
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buffer = 0;
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rng_state = 0;
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rgba = 0;
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buffers = NULL;
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}
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/* Render Buffers */
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RenderBuffers::RenderBuffers(Device *device_)
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@@ -135,7 +158,7 @@ bool RenderBuffers::copy_from_device()
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return true;
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}
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bool RenderBuffers::get_pass(PassType type, float exposure, int sample, int components, float *pixels)
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bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int components, float *pixels)
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{
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int pass_offset = 0;
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