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author | Timothy Arceri <tarceri@itsqueeze.com> | 2017-03-30 22:14:21 +1100 |
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committer | Timothy Arceri <tarceri@itsqueeze.com> | 2017-03-31 13:43:38 +1100 |
commit | 2caa3aa1f4fed5fd336dbbdb77eeb2e29730a204 (patch) | |
tree | bd2db62d3bbc4f448c64e6469b172cdca11315c0 /docs/shading.html | |
parent | 94224950ddb609bfbee1ffb0ca3621c0bda6101f (diff) |
mesa: remove MESA_GLSL=no_opts env option
This is confusing because is only applys to GL_ARB_vertex/fragment_program,
and because of that its also not very useful.
If someone requires this for debugging they can just make an ad-hoc
code change.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Diffstat (limited to 'docs/shading.html')
-rw-r--r-- | docs/shading.html | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/docs/shading.html b/docs/shading.html index a28c5b33b0..cd01af00d9 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -50,7 +50,6 @@ execution. These are generally used for debugging. The filenames will be "shader_X.vert" or "shader_X.frag" where X the shader ID. <li><b>cache_info</b> - print debug information about shader cache -<li><b>nopt</b> - disable compiler optimizations <li><b>opt</b> - force compiler optimizations <li><b>uniform</b> - print message to stdout when glUniform is called <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms |