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gl-renderer: Remove shaders debug mode
The shaders debug mode doesn't have much interest now that other more specific debug modes show shaders too. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
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2 changed files with 1 additions and 4 deletions
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@ -68,7 +68,6 @@
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enum gl_debug_mode {
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enum gl_debug_mode {
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DEBUG_MODE_NONE = 0,
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DEBUG_MODE_NONE = 0,
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DEBUG_MODE_SHADERS,
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DEBUG_MODE_WIREFRAME,
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DEBUG_MODE_WIREFRAME,
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DEBUG_MODE_BATCHES,
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DEBUG_MODE_BATCHES,
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DEBUG_MODE_DAMAGE,
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DEBUG_MODE_DAMAGE,
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@ -1392,7 +1391,6 @@ draw_mesh(struct gl_renderer *gr,
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* invalid colors in order to create visual effects. */
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* invalid colors in order to create visual effects. */
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static const float tints[DEBUG_MODE_LAST][4] = {
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static const float tints[DEBUG_MODE_LAST][4] = {
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{}, /* DEBUG_MODE_NONE */
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{}, /* DEBUG_MODE_NONE */
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{ 0.0f, 0.3f, 0.0f, 0.2f }, /* DEBUG_MODE_SHADERS */
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{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
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{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
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{}, /* DEBUG_MODE_BATCHES */
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{}, /* DEBUG_MODE_BATCHES */
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{ 0.4f, -0.4f, -0.4f, 0.0f }, /* DEBUG_MODE_DAMAGE */
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{ 0.4f, -0.4f, -0.4f, 0.0f }, /* DEBUG_MODE_DAMAGE */
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@ -1422,7 +1420,6 @@ draw_mesh(struct gl_renderer *gr,
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barycentrics);
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barycentrics);
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FALLTHROUGH;
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FALLTHROUGH;
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case DEBUG_MODE_SHADERS:
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case DEBUG_MODE_DAMAGE:
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case DEBUG_MODE_DAMAGE:
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sconf->req.tint = true;
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sconf->req.tint = true;
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copy_uniform4f(sconf->tint, tints[gr->debug_mode]);
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copy_uniform4f(sconf->tint, tints[gr->debug_mode]);
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@ -147,7 +147,7 @@ Start VAAPI recorder.
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.RE
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.RE
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- KEY_M :
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- KEY_M :
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.RS 4
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.RS 4
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Cycle through gl-renderer debug modes: none, shaders, wireframe, batches, damage, opaque.
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Cycle through gl-renderer debug modes: none, wireframe, batches, damage, opaque.
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.RE
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.RE
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- KEY_R :
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- KEY_R :
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.RS 4
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.RS 4
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