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shader: Only verify shader when graphics debugging is enabled

This commit is contained in:
ReinUsesLisp 2021-06-23 03:31:49 -03:00 committed by ameerj
parent 395bed3a0a
commit ecd6b4356b

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@ -7,6 +7,7 @@
#include <ranges>
#include <vector>
#include "common/settings.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/post_order.h"
@ -164,7 +165,9 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
Optimization::ConstantPropagationPass(program);
Optimization::DeadCodeEliminationPass(program);
Optimization::VerificationPass(program);
if (Settings::values.renderer_debug) {
Optimization::VerificationPass(program);
}
Optimization::CollectShaderInfoPass(env, program);
CollectInterpolationInfo(env, program);
AddNVNStorageBuffers(program);
@ -200,7 +203,9 @@ IR::Program MergeDualVertexPrograms(IR::Program& vertex_a, IR::Program& vertex_b
Optimization::JoinTextureInfo(result.info, vertex_b.info);
Optimization::JoinStorageInfo(result.info, vertex_b.info);
Optimization::DeadCodeEliminationPass(result);
Optimization::VerificationPass(result);
if (Settings::values.renderer_debug) {
Optimization::VerificationPass(result);
}
Optimization::CollectShaderInfoPass(env_vertex_b, result);
return result;
}