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author | Dave Airlie <[email protected]> | 2016-05-21 06:48:05 +1000 |
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committer | Dave Airlie <[email protected]> | 2016-05-21 08:56:45 +1000 |
commit | 0970c563d6e4a30ab0852ef664dc97a995997f88 (patch) | |
tree | ad14d2668f267bc1fba82f12bd3d6d03f94cec32 /docs/index.html | |
parent | de45da6a8c3091de400adc468682779abc989109 (diff) |
nir: remove dead glsl variables before lowering io.
For cull distance GLSL will let unsized unused arrays get
into the backend, we should nuke those straight away, to
save caring about them later.
This fixes:
arb_separate_shader_objects/linker/large-number-of-unused-varyings
as a side effect (even without culling changes).
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'docs/index.html')
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