Removed glsl-optimizer texture LOD workarounds.

This commit is contained in:
Branimir Karadžić 2015-05-25 18:58:55 -07:00
parent f186c7eeaa
commit 567701c750
1 changed files with 6 additions and 3 deletions

View File

@ -160,7 +160,7 @@ public:
int uses_texlodproj_impl; // 3 bits per tex_dimension, bit set for each precision if any texture sampler needs the GLES2 lod workaround.
};
static void print_texlod_workarounds(int usage_bitfield, int usage_proj_bitfield, string_buffer &str)
void print_texlod_workarounds(int usage_bitfield, int usage_proj_bitfield, string_buffer &str)
{
static const char *precStrings[3] = {"lowp", "mediump", "highp"};
static const char *precNameStrings[3] = { "low_", "medium_", "high_" };
@ -283,7 +283,9 @@ _mesa_print_ir_glsl(exec_list *instructions,
delete ls;
#if 0 // BK - disable LOD workarounds.
print_texlod_workarounds(uses_texlod_impl, uses_texlodproj_impl, str);
#endif // 0
// Add the optimized glsl code
str.asprintf_append("%s", body.c_str());
@ -821,7 +823,8 @@ void ir_print_glsl_visitor::visit(ir_texture *ir)
sampler_uv_dim += 1;
const bool is_proj = (uv_dim > sampler_uv_dim);
const bool is_lod = (ir->op == ir_txl);
#if 0 // BK - disable LOD workarounds.
if (is_lod && state->es_shader && state->language_version < 300 && state->stage == MESA_SHADER_FRAGMENT)
{
// Special workaround for GLES 2.0 LOD samplers to prevent a lot of debug spew.
@ -850,8 +853,8 @@ void ir_print_glsl_visitor::visit(ir_texture *ir)
else
uses_texlod_impl |= (1 << position);
}
#endif // 0
// texture function name
//ACS: shadow lookups and lookups with dimensionality included in the name were deprecated in 130
if(state->language_version<130)