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authorEric Anholt <[email protected]>2011-11-23 10:01:39 -0800
committerEric Anholt <[email protected]>2011-11-30 11:22:53 -0800
commitc6abde211fa875f90e59e3709720cfe394669069 (patch)
treee8f1178e86fb9524d544d3f79ede33c2713adaf8 /src/mesa/drivers/dri/i965/brw_shader.cpp
parent0a22fb6a5d519ca26d423fa4a9404697dca56cbf (diff)
i965: Don't perform the precompile on fragment shaders by default.
It is useful to have this option for shader-db, and it was also good at the time where we were rejecting shaders due to various internal limits we hadn't supported yet. However, at this point the precompile step takes extra time (since not all NOS is known at link time) and spews misleading debug in the common case of debugging a real app. This is left in place for VS, where we still have a couple of codegen failure paths that result in link failure through precompile. Those need to be fixed. shader-db can still get at the debug info it wants using "shader_precompile=true" driconf option. Long term, we can probably build a good-enough app for shader-db to trigger real codegen.
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_shader.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/brw_shader.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index f25fab30a03..33c9ae57ac2 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -65,7 +65,9 @@ brw_new_shader_program(struct gl_context *ctx, GLuint name)
bool
brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
{
- if (!brw_fs_precompile(ctx, prog))
+ struct brw_context *brw = brw_context(ctx);
+
+ if (brw->precompile && !brw_fs_precompile(ctx, prog))
return false;
if (!brw_vs_precompile(ctx, prog))