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authorJeroen Bakker <jeroen@blender.org>2022-09-16 15:55:04 +0300
committerJeroen Bakker <jeroen@blender.org>2022-09-16 15:55:04 +0300
commitbf05b998b6ec2aaac072fbd39a3f221af5aeef3d (patch)
tree56636c567ef056a6fd3141355add72f0350c077c /source/blender/draw/tests
parent4b326d5a78b63aae7e5a788ef489aa95315456dd (diff)
Revert "EEVEE: Fix volumetric resolve in large scenes."
This reverts commit 34051fcc12f388375697dcfc6da53e9909058fe1. Although for normal use this doesn't make a difference. But when working with huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore. For the heist production we added a fix on the render-farm (enable GPU workarounds). {rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not accessible anymore and it and was requested to revert this change.
Diffstat (limited to 'source/blender/draw/tests')
-rw-r--r--source/blender/draw/tests/shaders_test.cc2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc
index 892fd999fb5..e7baac63aae 100644
--- a/source/blender/draw/tests/shaders_test.cc
+++ b/source/blender/draw/tests/shaders_test.cc
@@ -360,8 +360,6 @@ static void test_eevee_glsl_shaders_static()
EXPECT_NE(EEVEE_shaders_volumes_integration_sh_get(), nullptr);
EXPECT_NE(EEVEE_shaders_volumes_resolve_sh_get(false), nullptr);
EXPECT_NE(EEVEE_shaders_volumes_resolve_sh_get(true), nullptr);
- EXPECT_NE(EEVEE_shaders_volumes_resolve_comp_sh_get(false), nullptr);
- EXPECT_NE(EEVEE_shaders_volumes_resolve_comp_sh_get(true), nullptr);
EXPECT_NE(EEVEE_shaders_volumes_accum_sh_get(), nullptr);
EXPECT_NE(EEVEE_shaders_studiolight_probe_sh_get(), nullptr);
EXPECT_NE(EEVEE_shaders_studiolight_background_sh_get(), nullptr);