Re: [Mesa-dev] [PATCH] nir: remove dead glsl variables before lowering io.

2016-05-20 Thread Matt Turner
On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote: > From: Dave Airlie > > For cull distance GLSL will let unsized unused arrays get > into the backend, we should nuke those straight away, to > save caring about them later. > > This fixes: > arb_separate_shader_objects/linker/large-number-of-unu

Re: [Mesa-dev] [PATCH] nir: remove dead glsl variables before lowering io.

2016-05-20 Thread Jason Ekstrand
On Fri, May 20, 2016 at 2:36 PM, Jason Ekstrand wrote: > On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote: > >> From: Dave Airlie >> >> For cull distance GLSL will let unsized unused arrays get >> into the backend, we should nuke those straight away, to >> save caring about them later. >> >>

Re: [Mesa-dev] [PATCH] nir: remove dead glsl variables before lowering io.

2016-05-20 Thread Jason Ekstrand
On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote: > From: Dave Airlie > > For cull distance GLSL will let unsized unused arrays get > into the backend, we should nuke those straight away, to > save caring about them later. > > This fixes: > arb_separate_shader_objects/linker/large-number-of-un

[Mesa-dev] [PATCH] nir: remove dead glsl variables before lowering io.

2016-05-20 Thread Dave Airlie
From: Dave Airlie For cull distance GLSL will let unsized unused arrays get into the backend, we should nuke those straight away, to save caring about them later. This fixes: arb_separate_shader_objects/linker/large-number-of-unused-varyings as a side effect (even without culling changes). Sign