diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 26 |
1 files changed, 22 insertions, 4 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index d4d2496..beadec6 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1746,10 +1746,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) ; } - update_array_sizes(prog); - - assign_uniform_locations(prog); - /* FINISHME: The value of the max_attribute_index parameter is * FINISHME: implementation dependent based on the value of * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be @@ -1785,6 +1781,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) { demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX], ir_var_out); + + /* Eliminate code that is now dead due to unused vertex outputs being + * demoted. + */ + while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir, false)) + ; } if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) { @@ -1793,14 +1795,30 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) demote_shader_inputs_and_outputs(sh, ir_var_in); demote_shader_inputs_and_outputs(sh, ir_var_inout); demote_shader_inputs_and_outputs(sh, ir_var_out); + + /* Eliminate code that is now dead due to unused geometry outputs being + * demoted. + */ + while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir, false)) + ; } if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) { gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; demote_shader_inputs_and_outputs(sh, ir_var_in); + + /* Eliminate code that is now dead due to unused fragment inputs being + * demoted. This shouldn't actually do anything other than remove + * declarations of the (now unused) global variables. + */ + while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir, false)) + ; } + update_array_sizes(prog); + assign_uniform_locations(prog); + /* OpenGL ES requires that a vertex shader and a fragment shader both be * present in a linked program. By checking for use of shading language * version 1.00, we also catch the GL_ARB_ES2_compatibility case. |