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authorBrecht Van Lommel <brecht@blender.org>2022-05-30 19:04:14 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-05-31 18:24:43 +0300
commitf2cd7e08fed02fdf02060c17c943e15e85638cb5 (patch)
tree27e4ea7864f1716979ab9e27e60cdcdf361566f2 /intern/cycles/device/hip
parent52cb24a7796c1043dab076d3ef025b4c8545c1ef (diff)
Fix Cycles MNEE not working for Metal
Move MNEE to own kernel, separate from shader ray-tracing. This does introduce the limitation that a shader can't use both MNEE and AO/bevel, but that seems like the better trade-off for now. We can experiment with bigger kernel organization changes later. Differential Revision: https://developer.blender.org/D15070
Diffstat (limited to 'intern/cycles/device/hip')
-rw-r--r--intern/cycles/device/hip/device_impl.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/device/hip/device_impl.cpp b/intern/cycles/device/hip/device_impl.cpp
index 7159277b325..d27e9ddbedf 100644
--- a/intern/cycles/device/hip/device_impl.cpp
+++ b/intern/cycles/device/hip/device_impl.cpp
@@ -420,6 +420,8 @@ void HIPDevice::reserve_local_memory(const uint kernel_features)
/* Use the biggest kernel for estimation. */
const DeviceKernel test_kernel = (kernel_features & KERNEL_FEATURE_NODE_RAYTRACE) ?
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE :
+ (kernel_features & KERNEL_FEATURE_MNEE) ?
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE :
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE;
/* Launch kernel, using just 1 block appears sufficient to reserve memory for all