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authorTimothy Arceri <[email protected]>2017-03-30 22:14:21 +1100
committerTimothy Arceri <[email protected]>2017-03-31 13:43:38 +1100
commit2caa3aa1f4fed5fd336dbbdb77eeb2e29730a204 (patch)
treebd2db62d3bbc4f448c64e6469b172cdca11315c0
parent94224950ddb609bfbee1ffb0ca3621c0bda6101f (diff)
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 <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
-rw-r--r--docs/shading.html1
-rw-r--r--src/mesa/main/mtypes.h15
-rw-r--r--src/mesa/main/shaderapi.c2
-rw-r--r--src/mesa/program/arbprogparse.c3
-rw-r--r--src/mesa/program/ir_to_mesa.cpp4
5 files changed, 9 insertions, 16 deletions
diff --git a/docs/shading.html b/docs/shading.html
index a28c5b33b04..cd01af00d90 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -50,7 +50,6 @@ execution. These are generally used for debugging.
The filenames will be "shader_X.vert" or "shader_X.frag" where X
the shader ID.
<li><b>cache_info</b> - print debug information about shader cache
-<li><b>nopt</b> - disable compiler optimizations
<li><b>opt</b> - force compiler optimizations
<li><b>uniform</b> - print message to stdout when glUniform is called
<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 91e1948c232..84a75c53cd0 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2883,14 +2883,13 @@ struct gl_shader_program
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
#define GLSL_LOG 0x2 /**< Write shaders to files */
#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
-#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
-#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
-#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
-#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
-#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
-#define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
-#define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
-#define GLSL_CACHE_INFO 0x400 /**< Print debug information about shader cache */
+#define GLSL_UNIFORMS 0x8 /**< Print glUniform calls */
+#define GLSL_NOP_VERT 0x10 /**< Force no-op vertex shaders */
+#define GLSL_NOP_FRAG 0x20 /**< Force no-op fragment shaders */
+#define GLSL_USE_PROG 0x40 /**< Log glUseProgram calls */
+#define GLSL_REPORT_ERRORS 0x80 /**< Print compilation errors */
+#define GLSL_DUMP_ON_ERROR 0x100 /**< Dump shaders to stderr on compile error */
+#define GLSL_CACHE_INFO 0x200 /**< Print debug information about shader cache */
/**
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index ba69ede0e84..3d77448f9a5 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -83,8 +83,6 @@ _mesa_get_shader_flags(void)
flags |= GLSL_NOP_VERT;
if (strstr(env, "nopfrag"))
flags |= GLSL_NOP_FRAG;
- if (strstr(env, "nopt"))
- flags |= GLSL_NO_OPT;
else if (strstr(env, "opt"))
flags |= GLSL_OPT;
if (strstr(env, "uniform"))
diff --git a/src/mesa/program/arbprogparse.c b/src/mesa/program/arbprogparse.c
index 9b843f628c1..07bdf1603ef 100644
--- a/src/mesa/program/arbprogparse.c
+++ b/src/mesa/program/arbprogparse.c
@@ -180,8 +180,7 @@ _mesa_parse_arb_vertex_program(struct gl_context *ctx, GLenum target,
return;
}
- if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0)
- _mesa_optimize_program(ctx, &prog, program);
+ _mesa_optimize_program(ctx, &prog, program);
ralloc_free(program->String);
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 3898cb8d09a..a2476ddbf58 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2979,9 +2979,7 @@ get_mesa_program(struct gl_context *ctx,
prog->info.fs.depth_layout = shader_program->FragDepthLayout;
}
- if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
- _mesa_optimize_program(ctx, prog, prog);
- }
+ _mesa_optimize_program(ctx, prog, prog);
/* This has to be done last. Any operation that can cause
* prog->ParameterValues to get reallocated (e.g., anything that adds a