only use dead input elimination on vertex shaders
It can't be safely used unilaterally on other stages, since that will result in output/input mismatches between stages. They arn't having their output variables eliminated accordingly.
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1 changed files with 2 additions and 1 deletions
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@ -212,6 +212,7 @@ void SpirvToolsTransform(const glslang::TIntermediate& intermediate, std::vector
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optimizer.RegisterPass(spvtools::CreateInterpolateFixupPass());
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optimizer.RegisterPass(spvtools::CreateInterpolateFixupPass());
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if (options->optimizeSize) {
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if (options->optimizeSize) {
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optimizer.RegisterPass(spvtools::CreateRedundancyEliminationPass());
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optimizer.RegisterPass(spvtools::CreateRedundancyEliminationPass());
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if (intermediate.getStage() == EShLanguage::EShLangVertex)
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optimizer.RegisterPass(spvtools::CreateEliminateDeadInputComponentsPass());
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optimizer.RegisterPass(spvtools::CreateEliminateDeadInputComponentsPass());
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}
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}
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optimizer.RegisterPass(spvtools::CreateAggressiveDCEPass());
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optimizer.RegisterPass(spvtools::CreateAggressiveDCEPass());
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