[D3D12] DXBC: Don't skip invariant driver optimizations

This commit is contained in:
Triang3l 2018-12-04 12:29:27 +03:00
parent 9e6df2e142
commit 132af3e266
1 changed files with 0 additions and 1 deletions

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@ -13819,7 +13819,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
// invariance (needed even in pixel shaders for oDepth invariance).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) |
D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
// Constant buffers, from most frequenly accessed to least frequently accessed