driQueryOptionb(&brw->optionCache, "disable_glsl_line_continuations");
/* We want the GLSL compiler to emit code that uses condition codes */
- for (int i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (int i = 0; i < MESA_SHADER_TYPES; i++) {
ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
if ((flags & __DRI_CTX_FLAG_FORWARD_COMPATIBLE) != 0)
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT;
+ ctx->Debug.DebugOutput = GL_FALSE;
if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_DEBUG_BIT;
+ ctx->Debug.DebugOutput = GL_TRUE;
/* Turn on some extra GL_ARB_debug_output generation. */
brw->perf_debug = true;
}
brw_fs_alloc_reg_sets(brw);
+ brw_vec4_alloc_reg_set(brw);
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
brw_init_shader_time(brw);