diff --git a/3rdparty/glsl-optimizer/src/glsl/ir_print_glsl_visitor.cpp b/3rdparty/glsl-optimizer/src/glsl/ir_print_glsl_visitor.cpp index 8e2569e4..d7628eed 100644 --- a/3rdparty/glsl-optimizer/src/glsl/ir_print_glsl_visitor.cpp +++ b/3rdparty/glsl-optimizer/src/glsl/ir_print_glsl_visitor.cpp @@ -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)