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/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index 4d0e7c4..4552a6a 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -46,6 +46,10 @@
#define ANGLE_ENABLE_D3D9EX 1
#endif // !defined(ANGLE_ENABLE_D3D9EX)
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
+#endif
+
namespace rx
{
static const D3DFORMAT RenderTargetFormats[] =
@@ -3010,7 +3014,7 @@
return NULL;
}
- ID3DBlob *binary = (ID3DBlob*) compileToBinary(infoLog, shaderHLSL, profile, true);
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
if (!binary)
return NULL;