glsl: remove the always_active_io flag from GLSL IR

No longer used.

Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22846>
This commit is contained in:
Timothy Arceri
2023-04-05 14:05:59 +10:00
committed by Marge Bot
parent 06f3988c58
commit bc66c2588a
4 changed files with 0 additions and 23 deletions
-14
View File
@@ -74,20 +74,6 @@ do_dead_code(exec_list *instructions)
|| !entry->declaration)
continue;
/* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
* (Core Profile) spec says:
*
* "With separable program objects, interfaces between shader
* stages may involve the outputs from one program object and the
* inputs from a second program object. For such interfaces, it is
* not possible to detect mismatches at link time, because the
* programs are linked separately. When each such program is
* linked, all inputs or outputs interfacing with another program
* stage are treated as active."
*/
if (entry->var->data.always_active_io)
continue;
if (!entry->assign_list.is_empty()) {
/* Remove all the dead assignments to the variable we found.
* Don't do so if it's a shader or function output, though.