On 31/03/17 03:44, Brian Paul wrote:
On 03/30/2017 05:26 AM, Timothy Arceri wrote:
This is confusing because is only applys to ARB shaders, and because
s/ARB shaders/GL_ARB_vertex/fragment_program/
of that its also not very useful.
If someone requires this for debugging they can just make an ad-hoc
code change.
I think I'm the original author of this and my intention was that if a
user ran into a suspected shader compiler bug, they could set this env
var to see if disabling optimizations worked around the issue. Seems
like a useful thing to me, but I'm not sure it got much/any use. I'm
pretty certain an earlier version of the GLSL compiler respected it too.
But it probably was overlooked and dropped at some point.
Yeah I figured that. At this point in time in the glsl compiler various
passes/lowering/backends depend on optimisations having been done,
turning them off would just break things (and I don't think there is
anything wrong with that).
Anyway, thanks for the reviews.
I still think this env option could be useful. But for lack of use, I
guess it can go.
Reviewed-by: Brian Paul <bri...@vmware.com>
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