only use dead input elimination on vertex shaders
[platform/upstream/glslang.git] / SPIRV / SpvTools.cpp
index e8f8251..2529993 100644 (file)
@@ -212,6 +212,8 @@ void SpirvToolsTransform(const glslang::TIntermediate& intermediate, std::vector
     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());