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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 /tests
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 'tests')
-rw-r--r--tests/python/cycles_render_tests.py2
1 files changed, 0 insertions, 2 deletions
diff --git a/tests/python/cycles_render_tests.py b/tests/python/cycles_render_tests.py
index 10ba2ce552a..0709bb0f080 100644
--- a/tests/python/cycles_render_tests.py
+++ b/tests/python/cycles_render_tests.py
@@ -33,8 +33,6 @@ BLACKLIST_OPTIX = [
]
BLACKLIST_METAL = [
- # No MNEE for Metal currently
- "underwater_caustics.blend",
]
BLACKLIST_GPU = [