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/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 6edc935..ae94b79 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -73,7 +73,7 @@
}
// Compiles HLSL code into executable binaries
-ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, bool alternateFlags)
+ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags)
{
if (!hlsl)
{
@@ -86,8 +86,9 @@
if (gl::perfActive())
{
flags |= D3DCOMPILE_DEBUG;
+
#ifdef NDEBUG
- flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+ flags |= optimizationFlags;
#else
flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
@@ -98,7 +99,7 @@
}
else
{
- flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+ flags |= optimizationFlags;
sourceText = hlsl;
}