mesa: remove MESA_GLSL=no_opts env option
This is confusing because is only applys to GL_ARB_vertex/fragment_program, and because of that its also not very useful. If someone requires this for debugging they can just make an ad-hoc code change. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -50,7 +50,6 @@ execution. These are generally used for debugging.
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The filenames will be "shader_X.vert" or "shader_X.frag" where X
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The filenames will be "shader_X.vert" or "shader_X.frag" where X
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the shader ID.
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the shader ID.
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<li><b>cache_info</b> - print debug information about shader cache
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<li><b>cache_info</b> - print debug information about shader cache
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<li><b>nopt</b> - disable compiler optimizations
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<li><b>opt</b> - force compiler optimizations
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<li><b>opt</b> - force compiler optimizations
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<li><b>uniform</b> - print message to stdout when glUniform is called
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<li><b>uniform</b> - print message to stdout when glUniform is called
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<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
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<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
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@ -2883,14 +2883,13 @@ struct gl_shader_program
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#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
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#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
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#define GLSL_LOG 0x2 /**< Write shaders to files */
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#define GLSL_LOG 0x2 /**< Write shaders to files */
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#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
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#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
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#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
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#define GLSL_UNIFORMS 0x8 /**< Print glUniform calls */
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#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
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#define GLSL_NOP_VERT 0x10 /**< Force no-op vertex shaders */
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#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
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#define GLSL_NOP_FRAG 0x20 /**< Force no-op fragment shaders */
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#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
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#define GLSL_USE_PROG 0x40 /**< Log glUseProgram calls */
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#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
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#define GLSL_REPORT_ERRORS 0x80 /**< Print compilation errors */
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#define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
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#define GLSL_DUMP_ON_ERROR 0x100 /**< Dump shaders to stderr on compile error */
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#define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
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#define GLSL_CACHE_INFO 0x200 /**< Print debug information about shader cache */
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#define GLSL_CACHE_INFO 0x400 /**< Print debug information about shader cache */
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/**
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/**
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@ -83,8 +83,6 @@ _mesa_get_shader_flags(void)
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flags |= GLSL_NOP_VERT;
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flags |= GLSL_NOP_VERT;
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if (strstr(env, "nopfrag"))
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if (strstr(env, "nopfrag"))
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flags |= GLSL_NOP_FRAG;
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flags |= GLSL_NOP_FRAG;
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if (strstr(env, "nopt"))
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flags |= GLSL_NO_OPT;
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else if (strstr(env, "opt"))
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else if (strstr(env, "opt"))
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flags |= GLSL_OPT;
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flags |= GLSL_OPT;
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if (strstr(env, "uniform"))
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if (strstr(env, "uniform"))
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@ -180,7 +180,6 @@ _mesa_parse_arb_vertex_program(struct gl_context *ctx, GLenum target,
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return;
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return;
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}
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}
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if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0)
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_mesa_optimize_program(ctx, &prog, program);
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_mesa_optimize_program(ctx, &prog, program);
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ralloc_free(program->String);
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ralloc_free(program->String);
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@ -2979,9 +2979,7 @@ get_mesa_program(struct gl_context *ctx,
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prog->info.fs.depth_layout = shader_program->FragDepthLayout;
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prog->info.fs.depth_layout = shader_program->FragDepthLayout;
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}
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}
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if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
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_mesa_optimize_program(ctx, prog, prog);
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_mesa_optimize_program(ctx, prog, prog);
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}
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/* This has to be done last. Any operation that can cause
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/* This has to be done last. Any operation that can cause
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* prog->ParameterValues to get reallocated (e.g., anything that adds a
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* prog->ParameterValues to get reallocated (e.g., anything that adds a
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