glsl: Do not kill dead assignments to buffer variables or SSBO declarations.

If we kill dead assignments we lose the buffer writes.

Also, we never kill UBO declarations even if they are never referenced
by the shader, they are always considered active. Although the spec
does not seem say this specifically for SSBOs, it is probably implied
since SSBOs are pretty much the same as UBOs, only that you can write
to them.

v2:
- Fix the comment (Jordan)

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Iago Toral Quiroga 2015-04-06 10:19:50 +02:00 committed by Samuel Iglesias Gonsalvez
parent 3ad92589f2
commit 5360ff30c4
1 changed files with 6 additions and 3 deletions

View File

@ -77,11 +77,13 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
if (entry->assign) {
/* Remove a single dead assignment to the variable we found.
* Don't do so if it's a shader or function output, though.
* Don't do so if it's a shader or function output or a shader
* storage variable though.
*/
if (entry->var->data.mode != ir_var_function_out &&
entry->var->data.mode != ir_var_function_inout &&
entry->var->data.mode != ir_var_shader_out) {
entry->var->data.mode != ir_var_shader_out &&
entry->var->data.mode != ir_var_shader_storage) {
entry->assign->remove();
progress = true;
@ -99,7 +101,8 @@ 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) {
if (entry->var->data.mode == ir_var_uniform ||
entry->var->data.mode == ir_var_shader_storage) {
if (uniform_locations_assigned || entry->var->constant_value)
continue;