diff options
author | Ian Romanick <[email protected]> | 2014-06-24 20:15:47 -0700 |
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committer | Ian Romanick <[email protected]> | 2014-08-04 14:40:06 -0700 |
commit | 1ca25abe257c8bd7749c39baf8b1c659fcb69dc2 (patch) | |
tree | d051c5a87b8c71bb1e95e9d5799919cd80595286 /src/glsl/opt_dead_code.cpp | |
parent | 6305caea521fb2c7f82100db490f03d279185c43 (diff) |
glsl: Do not eliminate 'shared' or 'std140' blocks or block members
Commit 32f32292 (glsl: Allow elimination of uniform block members)
enabled elimination of unused uniform block members to fix a gles3
conformance test failure. This went too far the other way.
Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec says:
"All members of a named uniform block declared with a shared or
std140 layout qualifier are considered active, even if they are not
referenced in any shader in the program. The uniform block itself is
also considered active, even if no member of the block is
referenced."
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.single_nested_struct.per_block_buffer_shared
ES3-CTS.shaders.uniform_block.single_nested_struct.per_block_buffer_std140
ES3-CTS.shaders.uniform_block.single_nested_struct_array.per_block_buffer_shared
ES3-CTS.shaders.uniform_block.single_nested_struct_array.per_block_buffer_std140
ES3-CTS.shaders.uniform_block.random.scalar_types.2
ES3-CTS.shaders.uniform_block.random.scalar_types.9
ES3-CTS.shaders.uniform_block.random.vector_types.1
ES3-CTS.shaders.uniform_block.random.vector_types.3
ES3-CTS.shaders.uniform_block.random.vector_types.7
ES3-CTS.shaders.uniform_block.random.vector_types.9
ES3-CTS.shaders.uniform_block.random.basic_types.5
ES3-CTS.shaders.uniform_block.random.basic_types.6
ES3-CTS.shaders.uniform_block.random.basic_arrays.0
ES3-CTS.shaders.uniform_block.random.basic_arrays.2
ES3-CTS.shaders.uniform_block.random.basic_arrays.5
ES3-CTS.shaders.uniform_block.random.basic_arrays.8
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.4
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.5
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.6
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.9
ES3-CTS.shaders.uniform_block.random.nested_structs.0
ES3-CTS.shaders.uniform_block.random.nested_structs.1
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.4
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.8
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.7
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.3
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.6
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.18
v2: Whitespace and other minor fixes suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/glsl/opt_dead_code.cpp')
-rw-r--r-- | src/glsl/opt_dead_code.cpp | 29 |
1 files changed, 25 insertions, 4 deletions
diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp index 3df01b4137d..f45bf5dfdf8 100644 --- a/src/glsl/opt_dead_code.cpp +++ b/src/glsl/opt_dead_code.cpp @@ -99,10 +99,31 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned) * stage. Also, once uniform locations have been assigned, the * declaration cannot be deleted. */ - if (entry->var->data.mode == ir_var_uniform && - (uniform_locations_assigned || - entry->var->constant_value)) - continue; + if (entry->var->data.mode == ir_var_uniform) { + if (uniform_locations_assigned || entry->var->constant_value) + continue; + + /* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec + * says: + * + * "All members of a named uniform block declared with a + * shared or std140 layout qualifier are considered active, + * even if they are not referenced in any shader in the + * program. The uniform block itself is also considered + * active, even if no member of the block is referenced." + * + * If the variable is in a uniform block with one of those + * layouts, do not eliminate it. + */ + if (entry->var->is_in_uniform_block()) { + const glsl_type *const block_type = + entry->var->is_interface_instance() + ? entry->var->type : entry->var->get_interface_type(); + + if (block_type->interface_packing != GLSL_INTERFACE_PACKING_PACKED) + continue; + } + } entry->var->remove(); progress = true; |