diff options
author | Dave Airlie <[email protected]> | 2016-05-21 06:48:05 +1000 |
---|---|---|
committer | Dave Airlie <[email protected]> | 2016-05-21 08:56:45 +1000 |
commit | 0970c563d6e4a30ab0852ef664dc97a995997f88 (patch) | |
tree | ad14d2668f267bc1fba82f12bd3d6d03f94cec32 /src | |
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 'src')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_nir.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index 372b746453e..9274f2e1616 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -561,6 +561,7 @@ brw_create_nir(struct brw_context *brw, /* First, lower the GLSL IR or Mesa IR to NIR */ if (shader_prog) { nir = glsl_to_nir(shader_prog, stage, options); + nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out); OPT_V(nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, false); |