glsl: Use constant_initializer instead of constant_value to determine whether to keep an unused uniform
This even matches the comment "uniform initializers are precious, and could get used by another stage." Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
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@@ -103,7 +103,7 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
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*/
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if (entry->var->data.mode == ir_var_uniform ||
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entry->var->data.mode == ir_var_shader_storage) {
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if (uniform_locations_assigned || entry->var->constant_value)
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if (uniform_locations_assigned || entry->var->constant_initializer)
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continue;
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/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
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