Use optimization level 0 for D3D11.
TRAC #22516
Signed-off-by: Shannon Woods
Signed-off-by: Geoff Lang
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1926 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 40a6954..84d9cbb 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -6,6 +6,8 @@
// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+#include <D3Dcompiler.h>
+
#include "common/debug.h"
#include "libGLESv2/main.h"
#include "libGLESv2/utilities.h"
@@ -2730,7 +2732,7 @@
return NULL;
}
- ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, false);
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
if (!binary)
return NULL;