Mesa (main): glsl: drop extra optimise swizzles call
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Tue Jun 7 01:39:23 UTC 2022
Module: Mesa
Branch: main
Commit: f00be793e4a91071e61b7e64fd78578ba8731109
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=f00be793e4a91071e61b7e64fd78578ba8731109
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Mon Jun 6 12:57:08 2022 +1000
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 <emma at anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16880>
---
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
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