NIR_PASS_V(nir, nir_opt_constant_folding);
NIR_PASS_V(nir, nir_io_add_const_offset_to_base, nir_var_shader_in);
NIR_PASS_V(nir, nir_io_add_const_offset_to_base, nir_var_shader_out);
+
+ /* Remove dead derefs, so that nir_validate doesn't fail. */
+ NIR_PASS_V(nir, nir_opt_dce);
+
+ /* Remove input and output nir_variables, because we don't need them
+ * anymore. Also remove uniforms, because those should have been lowered
+ * to UBOs already.
+ */
+ unsigned modes = nir_var_shader_in | nir_var_shader_out | nir_var_uniform;
+ nir_foreach_variable_with_modes_safe(var, nir, modes) {
+ if (var->data.mode == nir_var_uniform &&
+ (glsl_type_get_image_count(var->type) ||
+ glsl_type_get_sampler_count(var->type)))
+ continue;
+
+ exec_node_remove(&var->node);
+ }
}
/**