From: Dave Airlie <airl...@redhat.com> 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). Signed-off-by: Dave Airlie <airl...@redhat.com> Signed-off-by: Dave Airlie <airl...@redhat.com> --- src/mesa/drivers/dri/i965/brw_nir.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index 9afd036..6ceac7e 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -560,6 +560,8 @@ 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_remove_dead_variables(nir, nir_var_shader_out); OPT_V(nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, false); -- 2.5.5 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev