glsl2: Use the parser state as the talloc context for dead code elimination.

This cuts runtime by around 20% from talloc_parent() lookups.
This commit is contained in:
Eric Anholt
2010-06-25 13:38:38 -07:00
parent abc4e52992
commit bda27424cf
4 changed files with 15 additions and 10 deletions
+1 -1
View File
@@ -157,7 +157,7 @@ compile_shader(struct glsl_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(&shader->ir) || progress;
progress = do_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;