MaxIfDepth of 0 means "flatten all the time", not "never flatten". Vertex shading is done using swrast, which can handle control flow just fine. Giving it less instructions will probably help performance.
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/mesa/drivers/dri/i915/i915_context.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/mesa/drivers/dri/i915/i915_context.c b/src/mesa/drivers/dri/i915/i915_context.c index fcdc8ff..a925a28 100644 --- a/src/mesa/drivers/dri/i915/i915_context.c +++ b/src/mesa/drivers/dri/i915/i915_context.c @@ -271,6 +271,7 @@ i915CreateContext(int api, * FINISHME: vertex shaders? */ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true; + ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].MaxIfDepth = UINT_MAX; struct gl_shader_compiler_options *const fs_options = & ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT]; -- 1.7.11.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev