glsl2: Make the dead code handler make its own talloc context.

This way, we don't need to pass in a parse state, and the context
doesn't grow with the number of passes through optimization.
This commit is contained in:
Eric Anholt
2010-07-27 11:28:26 -07:00
parent 8bbdf6e7cd
commit 66d4c65ee2
4 changed files with 10 additions and 12 deletions
+1 -1
View File
@@ -162,7 +162,7 @@ compile_shader(struct gl_shader *shader)
progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(shader->ir) || progress;
progress = do_dead_code_unlinked(state, shader->ir) || progress;
progress = do_dead_code_unlinked(shader->ir) || progress;
progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(shader->ir) || progress;
progress = do_algebraic(shader->ir) || progress;