From f00be793e4a91071e61b7e64fd78578ba8731109 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Mon, 6 Jun 2022 12:57:08 +1000 Subject: [PATCH] glsl: drop extra optimise swizzles call As per the comment this was meant to tidy things up after varying linking but varying linking has been moved into a nir based linker so this extra call is no longer needed. This optimisation pass is still called in the regular glsl ir optimisation loop. No shader-db change on Iris (BDW). Reviewed-by: Emma Anholt Part-of: --- src/compiler/glsl/linker.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 6dd6ae6f292..6f1ea5b4dec 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -3926,16 +3926,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) &ctx->Extensions, ctx->API, prog, mem_ctx)) goto done; - /* Linking varyings can cause some extra, useless swizzles to be generated - * due to packing and unpacking. - */ - for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { - if (prog->_LinkedShaders[i] == NULL) - continue; - - optimize_swizzles(prog->_LinkedShaders[i]->ir); - } - /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both * be present in a linked program. GL_ARB_ES2_compatibility doesn't say * anything about shader linking when one of the shaders (vertex or