[Mesa-dev] [PATCH 21/74] glsl: Do not kill dead assignments to buffer variables or SSBO declarations.

Iago Toral Quiroga itoral at igalia.com
Thu May 14 07:06:24 PDT 2015


If we kill dead assignments we lose the buffer writes.

Also, we never kill UBO declarations even if they are never referenced
by the shader, they are always considered active. Although the spec
does not seem say this specifically for SSBOs, it is probably implied
since SSBOs are pretty much the same as UBOs, only that you can write
to them.
---
 src/glsl/opt_dead_code.cpp | 9 ++++++---
 1 file changed, 6 insertions(+), 3 deletions(-)

diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp
index f45bf5d..1017aa2 100644
--- a/src/glsl/opt_dead_code.cpp
+++ b/src/glsl/opt_dead_code.cpp
@@ -77,11 +77,13 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
 
       if (entry->assign) {
 	 /* Remove a single dead assignment to the variable we found.
-	  * Don't do so if it's a shader or function output, though.
+	  * Don't do so if it's a shader or function output or a buffer
+	  * variable though.
 	  */
 	 if (entry->var->data.mode != ir_var_function_out &&
 	     entry->var->data.mode != ir_var_function_inout &&
-             entry->var->data.mode != ir_var_shader_out) {
+             entry->var->data.mode != ir_var_shader_out &&
+             entry->var->data.mode != ir_var_buffer) {
 	    entry->assign->remove();
 	    progress = true;
 
@@ -99,7 +101,8 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
 	  * stage.  Also, once uniform locations have been assigned, the
 	  * declaration cannot be deleted.
 	  */
-         if (entry->var->data.mode == ir_var_uniform) {
+         if (entry->var->data.mode == ir_var_uniform ||
+             entry->var->data.mode == ir_var_buffer) {
             if (uniform_locations_assigned || entry->var->constant_value)
                continue;
 
-- 
1.9.1



More information about the mesa-dev mailing list