Now that we no longer generate Mesa IR from GLSL IR, it's impossible to
use the old vertex shader backend for GLSL programs. There's simply no
Mesa IR to codegen from.
Any attempt to do so would result in immediate GPU hangs, presumably due
to the driver uploading an empty program with no EOT message.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eugeni Dodonov <eugeni.dodonov@intel.com>
brw_draw_init( brw );
- brw->new_vs_backend = (getenv("INTEL_OLD_VS") == NULL);
brw->precompile = driQueryOptionb(&intel->optionCache, "shader_precompile");
- /* If we're using the new shader backend, we require integer uniforms
- * stored as actual integers.
- */
- if (brw->new_vs_backend) {
- ctx->Const.NativeIntegers = true;
- ctx->Const.UniformBooleanTrue = 1;
- }
+ ctx->Const.NativeIntegers = true;
+ ctx->Const.UniformBooleanTrue = 1;
return true;
}
bool has_negative_rhw_bug;
bool has_aa_line_parameters;
bool has_pln;
- bool new_vs_backend;
bool precompile;
struct {
/* Emit GEN4 code.
*/
- if (brw->new_vs_backend && prog) {
+ if (prog) {
if (!brw_vs_emit(prog, &c)) {
ralloc_free(mem_ctx);
return false;