bool
gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *shader = prog->_LinkedShaders[i];
+ if (shader) {
+ nir_remove_dead_variables(shader->Program->nir, nir_var_uniform,
+ &can_remove_uniform);
+ }
+ }
+
if (!gl_nir_link_uniforms(ctx, prog, true))
return false;