Files
glslang/SPIRV
Malcolm Bechard d11c3ff315 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.
2022-09-28 00:07:01 -04:00
..
2018-08-07 03:16:20 +09:00
2020-03-30 01:32:23 +03:00