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Relax shader strictness in RELEASE mode #13998

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Sep 14, 2022
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2 changes: 1 addition & 1 deletion src/cascadia/TerminalCore/TerminalSelection.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -379,7 +379,7 @@ void Terminal::ExpandSelectionToWord()
_selection->pivot = _selection->start;
_selection->end = buffer.GetWordEnd(_selection->end, _wordDelimiters);

// if we're targetting both endpoints, instead just target "end"
// if we're targeting both endpoints, instead just target "end"
if (WI_IsFlagSet(_selectionEndpoint, SelectionEndpoint::Start) && WI_IsFlagSet(_selectionEndpoint, SelectionEndpoint::End))
{
_selectionEndpoint = SelectionEndpoint::End;
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18 changes: 15 additions & 3 deletions src/renderer/atlas/AtlasEngine.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -681,11 +681,23 @@ void AtlasEngine::_createResources()
break;
}

static constexpr auto flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS
static constexpr auto flags =
D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR
#ifdef NDEBUG
| D3DCOMPILE_OPTIMIZATION_LEVEL3;
| D3DCOMPILE_OPTIMIZATION_LEVEL3
;
#else
| D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
// Only enable strictness and warnings in DEBUG mode
// as these settings makes it very difficult to develop
// shaders as windows terminal is not telling the user
// what's wrong, windows terminal just fails.
// Keep it in DEBUG mode to catch errors in shaders
// shipped with windows terminal
| D3DCOMPILE_ENABLE_STRICTNESS
| D3DCOMPILE_WARNINGS_ARE_ERRORS
| D3DCOMPILE_DEBUG
| D3DCOMPILE_SKIP_OPTIMIZATION
;
#endif

wil::com_ptr<ID3DBlob> error;
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