No longer used.
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22846>
var->name = ralloc_strdup(var, ir->name);
var->data.assigned = ir->data.assigned;
- var->data.always_active_io = ir->data.always_active_io;
var->data.read_only = ir->data.read_only;
var->data.centroid = ir->data.centroid;
var->data.sample = ir->data.sample;
this->data.depth_layout = ir_depth_layout_none;
this->data.used = false;
this->data.assigned = false;
- this->data.always_active_io = false;
this->data.read_only = false;
this->data.centroid = false;
this->data.sample = false;
unsigned assigned:1;
/**
- * When separate shader programs are enabled, only input/outputs between
- * the stages of a multi-stage separate program can be safely removed
- * from the shader interface. Other input/outputs must remains active.
- */
- unsigned always_active_io:1;
-
- /**
* Enum indicating how the variable was declared. See
* ir_var_declaration_type.
*
|| !entry->declaration)
continue;
- /* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
- * (Core Profile) spec says:
- *
- * "With separable program objects, interfaces between shader
- * stages may involve the outputs from one program object and the
- * inputs from a second program object. For such interfaces, it is
- * not possible to detect mismatches at link time, because the
- * programs are linked separately. When each such program is
- * linked, all inputs or outputs interfacing with another program
- * stage are treated as active."
- */
- if (entry->var->data.always_active_io)
- continue;
-
if (!entry->assign_list.is_empty()) {
/* Remove all the dead assignments to the variable we found.
* Don't do so if it's a shader or function output, though.