gl-renderer: Remove shaders debug mode

The shaders debug mode doesn't have much interest now that other more
specific debug modes show shaders too.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
This commit is contained in:
Loïc Molinari 2024-05-18 19:07:22 +02:00 committed by Derek Foreman
parent b18a4948a3
commit e512f5482d
2 changed files with 1 additions and 4 deletions

View File

@ -68,7 +68,6 @@
enum gl_debug_mode {
DEBUG_MODE_NONE = 0,
DEBUG_MODE_SHADERS,
DEBUG_MODE_WIREFRAME,
DEBUG_MODE_BATCHES,
DEBUG_MODE_DAMAGE,
@ -1392,7 +1391,6 @@ draw_mesh(struct gl_renderer *gr,
* invalid colors in order to create visual effects. */
static const float tints[DEBUG_MODE_LAST][4] = {
{}, /* DEBUG_MODE_NONE */
{ 0.0f, 0.3f, 0.0f, 0.2f }, /* DEBUG_MODE_SHADERS */
{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
{}, /* DEBUG_MODE_BATCHES */
{ 0.4f, -0.4f, -0.4f, 0.0f }, /* DEBUG_MODE_DAMAGE */
@ -1422,7 +1420,6 @@ draw_mesh(struct gl_renderer *gr,
barycentrics);
FALLTHROUGH;
case DEBUG_MODE_SHADERS:
case DEBUG_MODE_DAMAGE:
sconf->req.tint = true;
copy_uniform4f(sconf->tint, tints[gr->debug_mode]);

View File

@ -147,7 +147,7 @@ Start VAAPI recorder.
.RE
- KEY_M :
.RS 4
Cycle through gl-renderer debug modes: none, shaders, wireframe, batches, damage, opaque.
Cycle through gl-renderer debug modes: none, wireframe, batches, damage, opaque.
.RE
- KEY_R :
.RS 4