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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 /docs
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]>
Diffstat (limited to 'docs')
-rw-r--r--docs/shading.html1
1 files changed, 0 insertions, 1 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