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authorTimothy Arceri <tarceri@itsqueeze.com>2017-03-30 22:14:21 +1100
committerTimothy Arceri <tarceri@itsqueeze.com>2017-03-31 13:43:38 +1100
commit2caa3aa1f4fed5fd336dbbdb77eeb2e29730a204 (patch)
treebd2db62d3bbc4f448c64e6469b172cdca11315c0 /docs/shading.html
parent94224950ddb609bfbee1ffb0ca3621c0bda6101f (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>
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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