glsl: only call dead code pass when new inputs/outputs demoted

This will help avoid eliminating inputs/outputs needed by SSOs.

Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
This commit is contained in:
Timothy Arceri 2015-11-21 19:02:01 +11:00
parent 404ac4bf9e
commit 7436d7c33b
1 changed files with 14 additions and 10 deletions

View File

@ -4327,13 +4327,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
do_dead_builtin_varyings(ctx, sh, NULL,
num_tfeedback_decls, tfeedback_decls);
if (!prog->SeparateShader)
if (!prog->SeparateShader) {
demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
/* Eliminate code that is now dead due to unused outputs being demoted.
*/
while (do_dead_code(sh->ir, false))
;
/* Eliminate code that is now dead due to unused outputs being
* demoted.
*/
while (do_dead_code(sh->ir, false))
;
}
}
else if (first == MESA_SHADER_FRAGMENT) {
/* If the program only contains a fragment shader...
@ -4350,11 +4351,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
0 /* num_tfeedback_decls */,
NULL /* tfeedback_decls */))
goto done;
} else
} else {
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
while (do_dead_code(sh->ir, false))
;
/* Eliminate code that is now dead due to unused inputs being
* demoted.
*/
while (do_dead_code(sh->ir, false))
;
}
}
next = last;