only use dead input elimination on vertex shaders
[platform/upstream/glslang.git] / SPIRV / SpvTools.cpp
index 5cfc426..2529993 100644 (file)
@@ -68,6 +68,8 @@ spv_target_env MapToSpirvToolsEnv(const SpvVersion& spvVersion, spv::SpvBuildLog
         }
     case glslang::EShTargetVulkan_1_2:
         return spv_target_env::SPV_ENV_VULKAN_1_2;
+    case glslang::EShTargetVulkan_1_3:
+        return spv_target_env::SPV_ENV_VULKAN_1_3;
     default:
         break;
     }
@@ -207,8 +209,11 @@ void SpirvToolsTransform(const glslang::TIntermediate& intermediate, std::vector
     optimizer.RegisterPass(spvtools::CreateAggressiveDCEPass());
     optimizer.RegisterPass(spvtools::CreateVectorDCEPass());
     optimizer.RegisterPass(spvtools::CreateDeadInsertElimPass());
+    optimizer.RegisterPass(spvtools::CreateInterpolateFixupPass());
     if (options->optimizeSize) {
         optimizer.RegisterPass(spvtools::CreateRedundancyEliminationPass());
+        if (intermediate.getStage() == EShLanguage::EShLangVertex)
+            optimizer.RegisterPass(spvtools::CreateEliminateDeadInputComponentsPass());
     }
     optimizer.RegisterPass(spvtools::CreateAggressiveDCEPass());
     optimizer.RegisterPass(spvtools::CreateCFGCleanupPass());