glsl: remove never true do_dead_code() parameter
Since we have now switched all drivers to using NIR and therefore the NIR based uniform linker this param never needs to be set to true so remove it. Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16924>
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@@ -2112,8 +2112,7 @@ opt_shader_and_create_symbol_table(const struct gl_constants *consts,
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*
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* Run it just once, since NIR will do the real optimization.
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*/
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do_common_optimization(shader->ir, false, false, options,
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consts->NativeIntegers);
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do_common_optimization(shader->ir, false, options, consts->NativeIntegers);
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validate_ir_tree(shader->ir);
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@@ -2360,7 +2359,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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*/
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bool
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do_common_optimization(exec_list *ir, bool linked,
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bool uniform_locations_assigned,
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const struct gl_shader_compiler_options *options,
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bool native_integers)
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{
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@@ -2398,7 +2396,7 @@ do_common_optimization(exec_list *ir, bool linked,
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OPT(opt_flip_matrices, ir);
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if (linked)
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OPT(do_dead_code, ir, uniform_locations_assigned);
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OPT(do_dead_code, ir);
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else
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OPT(do_dead_code_unlinked, ir);
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OPT(do_dead_code_local, ir);
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