Revert "D3D: Generate more shader debug info by default."
Has a bug where we would return the wrong size for the query.
BUG=angleproject:1179
This reverts commit 6de4d49477986339a92b542a18df22c49d10cf14.
Change-Id: Ib58aaf0b58d8f20765f7267b29acd8c62d287525
Reviewed-on: https://chromium-review.googlesource.com/313552
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 9dc4fc6..30020b7 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1294,21 +1294,20 @@
}
// Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11.
- ShaderExecutableD3D *pointGS = nullptr;
if (usesGeometryShader(GL_POINTS))
{
- getGeometryExecutableForPrimitiveType(data, GL_POINTS, &pointGS, &infoLog);
+ getGeometryExecutableForPrimitiveType(data, GL_POINTS, nullptr, &infoLog);
}
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
-
- if (usesGeometryShader(GL_POINTS) && pointGS)
+ if (usesGeometryShader() && mGeometryExecutable)
{
// Geometry shaders are currently only used internally, so there is no corresponding shader
// object at the interface level. For now the geometry shader debug info is prepended to
// the vertex shader.
vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
- vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
+ vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
}
@@ -1323,9 +1322,11 @@
GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
}
+#endif
- bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable &&
- (!usesGeometryShader(GL_POINTS) || pointGS));
+ bool linkSuccess =
+ (defaultVertexExecutable && defaultPixelExecutable &&
+ (!usesGeometryShader(GL_POINTS) || mGeometryExecutables[gl::PRIMITIVE_POINTS]));
return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
}