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-rw-r--r--src/glsl/opt_dead_code.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp
index c5be166e75a..c2ce0b94ece 100644
--- a/src/glsl/opt_dead_code.cpp
+++ b/src/glsl/opt_dead_code.cpp
@@ -75,6 +75,20 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
|| !entry->declaration)
continue;
+ /* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
+ * (Core Profile) spec says:
+ *
+ * "With separable program objects, interfaces between shader
+ * stages may involve the outputs from one program object and the
+ * inputs from a second program object. For such interfaces, it is
+ * not possible to detect mismatches at link time, because the
+ * programs are linked separately. When each such program is
+ * linked, all inputs or outputs interfacing with another program
+ * stage are treated as active."
+ */
+ if (entry->var->data.always_active_io)
+ continue;
+
if (!entry->assign_list.is_empty()) {
/* Remove all the dead assignments to the variable we found.
* Don't do so if it's a shader or function output, though.