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authorEric Anholt <[email protected]>2010-08-05 12:10:31 -0700
committerEric Anholt <[email protected]>2010-08-05 12:56:03 -0700
commit9f82806c7b5109553cf806a5652e6b6198665094 (patch)
treed09c0725d013f3ede715c0b02d007af6f761b727 /src/glsl/ir_dead_code.cpp
parent3bd7e70bf7c4a9a52b425284c9f23689f00de93c (diff)
glsl2: Don't dead-code eliminate a call where the return value is unused.
This showed up since the disabling of inlining at compile time, which I apparently didn't regenerate piglit summary for. Fixes: glsl-deadcode-call.
Diffstat (limited to 'src/glsl/ir_dead_code.cpp')
-rw-r--r--src/glsl/ir_dead_code.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/glsl/ir_dead_code.cpp b/src/glsl/ir_dead_code.cpp
index a8d264f39a9..87988871c7e 100644
--- a/src/glsl/ir_dead_code.cpp
+++ b/src/glsl/ir_dead_code.cpp
@@ -78,7 +78,8 @@ do_dead_code(exec_list *instructions)
* Don't do so if it's a shader output, though.
*/
if (entry->var->mode != ir_var_out &&
- entry->var->mode != ir_var_inout) {
+ entry->var->mode != ir_var_inout &&
+ !ir_has_call(entry->assign)) {
entry->assign->remove();
progress = true;