From 5360ff30c4de966422fde6a574e3959c81bf5037 Mon Sep 17 00:00:00 2001 From: Iago Toral Quiroga Date: Mon, 6 Apr 2015 10:19:50 +0200 Subject: [PATCH] glsl: Do not kill dead assignments to buffer variables or SSBO declarations. If we kill dead assignments we lose the buffer writes. Also, we never kill UBO declarations even if they are never referenced by the shader, they are always considered active. Although the spec does not seem say this specifically for SSBOs, it is probably implied since SSBOs are pretty much the same as UBOs, only that you can write to them. v2: - Fix the comment (Jordan) Reviewed-by: Jordan Justen --- src/glsl/opt_dead_code.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp index 7b4730a39bb..04e4d5673d2 100644 --- a/src/glsl/opt_dead_code.cpp +++ b/src/glsl/opt_dead_code.cpp @@ -77,11 +77,13 @@ 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 or function output, though. + * Don't do so if it's a shader or function output or a shader + * storage variable though. */ if (entry->var->data.mode != ir_var_function_out && entry->var->data.mode != ir_var_function_inout && - entry->var->data.mode != ir_var_shader_out) { + entry->var->data.mode != ir_var_shader_out && + entry->var->data.mode != ir_var_shader_storage) { entry->assign->remove(); progress = true; @@ -99,7 +101,8 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned) * stage. Also, once uniform locations have been assigned, the * declaration cannot be deleted. */ - if (entry->var->data.mode == ir_var_uniform) { + if (entry->var->data.mode == ir_var_uniform || + entry->var->data.mode == ir_var_shader_storage) { if (uniform_locations_assigned || entry->var->constant_value) continue; -- 2.30.2