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authorTimothy Arceri <[email protected]>2017-01-19 10:41:57 +1100
committerTimothy Arceri <[email protected]>2017-04-24 12:08:14 +1000
commitaa021d50c0a81b2d067a3c3aa7eb9789b91caa4b (patch)
tree0f1d066ac5019cfdee99df9a6a94692da3b11cc7 /src/compiler/glsl
parent7a7ee40c2de01a927d78852b18fc0b93e780df9c (diff)
glsl_to_nir: skip ir_var_shader_shared variables
These should be lowered away in GLSL IR but if we don't get dead code to clean them up it causes issues in glsl_to_nir. We wan't to drop as many GLSL IR opts in future as we can so this makes glsl_to_nir just ignore the vars if it sees them. In future we will want to just use the nir lowering pass that Vulkan currently uses. Acked-by: Elie Tournier <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index b98d6cb4ac2..189eb24ac61 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -308,6 +308,13 @@ constant_copy(ir_constant *ir, void *mem_ctx)
void
nir_visitor::visit(ir_variable *ir)
{
+ /* TODO: In future we should switch to using the NIR lowering pass but for
+ * now just ignore these variables as GLSL IR should have lowered them.
+ * Anything remaining are just dead vars that weren't cleaned up.
+ */
+ if (ir->data.mode == ir_var_shader_shared)
+ return;
+
nir_variable *var = ralloc(shader, nir_variable);
var->type = ir->type;
var->name = ralloc_strdup(var, ir->name);