Matt Turner writes:
> On Mon, May 19, 2014 at 10:56 AM, Aras Pranckevicius wrote:
>> Hi,
>>
>> When Mesa's GLSL compiler is faced with a code like this:
>>
>> // vec4 packednormal exists
>> vec3 normal;
>> normal.xy = packednormal.wy * 2.0 - 1.0;
>> normal.z = sqrt(1.0 - dot(norm
On Mon, May 19, 2014 at 10:56 AM, Aras Pranckevicius wrote:
> Hi,
>
> When Mesa's GLSL compiler is faced with a code like this:
>
> // vec4 packednormal exists
> vec3 normal;
> normal.xy = packednormal.wy * 2.0 - 1.0;
> normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
> // now
Hi,
When Mesa's GLSL compiler is faced with a code like this:
// vec4 packednormal exists
vec3 normal;
normal.xy = packednormal.wy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
// now do not use the "normal" at all anywhere
Then the dead code elimination pass