goto done;
}
+ do_dead_builtin_varyings(ctx, sh->ir, NULL,
+ num_tfeedback_decls, tfeedback_decls);
+
demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
/* Eliminate code that is now dead due to unused outputs being demoted.
;
}
else if (first == MESA_SHADER_FRAGMENT) {
- /* If the program only contains a fragment shader, just demote
- * user-defined varyings.
+ /* If the program only contains a fragment shader...
*/
gl_shader *const sh = prog->_LinkedShaders[first];
+ do_dead_builtin_varyings(ctx, NULL, sh->ir,
+ num_tfeedback_decls, tfeedback_decls);
+
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
while (do_dead_code(sh->ir, false))
tfeedback_decls))
goto done;
+ do_dead_builtin_varyings(ctx, sh_i->ir, sh_next->ir,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls);
+
demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);