glsl: Use constant_initializer instead of constant_value to determine whether to keep an unused uniform

This even matches the comment "uniform initializers are precious, and
could get used by another stage."

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 5bc68f0f2b)
This commit is contained in:
Ian Romanick 2015-10-08 17:32:41 -07:00 committed by Emil Velikov
parent 8e9b698c24
commit 0c6b210749

View file

@ -103,7 +103,7 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
*/
if (entry->var->data.mode == ir_var_uniform ||
entry->var->data.mode == ir_var_shader_storage) {
if (uniform_locations_assigned || entry->var->constant_value)
if (uniform_locations_assigned || entry->var->constant_initializer)
continue;
/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec