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>
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@@ -74,20 +74,6 @@ do_dead_code(exec_list *instructions)
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|| !entry->declaration)
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continue;
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/* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
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* (Core Profile) spec says:
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*
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* "With separable program objects, interfaces between shader
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* stages may involve the outputs from one program object and the
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* inputs from a second program object. For such interfaces, it is
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* not possible to detect mismatches at link time, because the
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* programs are linked separately. When each such program is
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* linked, all inputs or outputs interfacing with another program
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* stage are treated as active."
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*/
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if (entry->var->data.always_active_io)
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continue;
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if (!entry->assign_list.is_empty()) {
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/* Remove all the dead assignments to the variable we found.
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* Don't do so if it's a shader or function output, though.
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