glsl: Refactor a bunch of the code out of cross_validate_outputs_to_inputs
[mesa.git] / src / glsl / opt_dead_code.cpp
index 5b9546ad40984708217f6eb7db907cfb22807659..b65e5c2ce333af7baefa594d41e763eb1dc2e598 100644 (file)
@@ -31,6 +31,7 @@
 #include "ir_visitor.h"
 #include "ir_variable_refcount.h"
 #include "glsl_types.h"
+#include "main/hash_table.h"
 
 static bool debug = false;
 
@@ -49,8 +50,9 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
 
    v.run(instructions);
 
-   foreach_iter(exec_list_iterator, iter, v.variable_list) {
-      variable_entry *entry = (variable_entry *)iter.get();
+   struct hash_entry *e;
+   hash_table_foreach(v.ht, e) {
+      ir_variable_refcount_entry *entry = (ir_variable_refcount_entry *)e->data;
 
       /* Since each assignment is a reference, the refereneced count must be
        * greater than or equal to the assignment count.  If they are equal,
@@ -75,11 +77,11 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
 
       if (entry->assign) {
         /* Remove a single dead assignment to the variable we found.
-         * Don't do so if it's a shader output, though.
+         * Don't do so if it's a shader or function output, though.
          */
-        if (entry->var->mode != ir_var_out &&
-            entry->var->mode != ir_var_inout &&
-            !ir_has_call(entry->assign)) {
+        if (entry->var->mode != ir_var_function_out &&
+            entry->var->mode != ir_var_function_inout &&
+             entry->var->mode != ir_var_shader_out) {
            entry->assign->remove();
            progress = true;
 
@@ -98,7 +100,8 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
          * declaration cannot be deleted.
          */
         if (entry->var->mode == ir_var_uniform &&
-            (uniform_locations_assigned || entry->var->constant_value))
+            (uniform_locations_assigned ||
+             entry->var->constant_value))
            continue;
 
         entry->var->remove();