struct gl_shader_compiler_options *const fs_options =
& ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
fs_options->MaxIfDepth = 0;
- fs_options->EmitNoNoise = true;
fs_options->EmitNoPow = true;
fs_options->EmitNoMainReturn = true;
fs_options->EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].MaxIfDepth =
devinfo->gen < 6 ? 16 : UINT_MAX;
- compiler->glsl_compiler_options[i].EmitNoNoise = true;
compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
GLboolean EmitNoFunctions;
GLboolean EmitNoCont; /**< Emit CONT opcode? */
GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
- GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
GLboolean EmitNoPow; /**< Emit POW opcodes? */
GLboolean EmitNoSat; /**< Emit SAT opcodes? */
GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
- if (options->EmitNoNoise)
- progress = lower_noise(ir) || progress;
+ progress = lower_noise(ir) || progress;
/* If there are forms of indirect addressing that the driver
* cannot handle, perform the lowering pass.
pc->MediumInt = pc->HighInt = pc->LowInt;
}
- options->EmitNoNoise = TRUE;
-
/* TODO: make these more fine-grained if anyone needs it */
options->MaxIfDepth =
screen->get_shader_param(screen, sh,