glsl2: Actually use the linked dead code eliminator.
authorEric Anholt <eric@anholt.net>
Tue, 27 Jul 2010 21:32:21 +0000 (14:32 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 27 Jul 2010 21:34:53 +0000 (14:34 -0700)
I managed to revert the change from unlinked at some point while
cleaning up the changes.  glsl-fs-raytrace-bug27060 drops from 389
instructions to 370.

src/glsl/linker.cpp

index 06f2a8231a9e81fa2ed3dc7f6d00d9982c9cf16e..e7bc7000290ec7c5beebe1cca1e7bd0dab79f8af 100644 (file)
@@ -1262,7 +1262,7 @@ link_shaders(struct gl_shader_program *prog)
         progress = do_if_simplification(ir) || progress;
         progress = do_copy_propagation(ir) || progress;
         progress = do_dead_code_local(ir) || progress;
-        progress = do_dead_code_unlinked(ir) || progress;
+        progress = do_dead_code(ir) || progress;
         progress = do_constant_variable_unlinked(ir) || progress;
         progress = do_constant_folding(ir) || progress;
         progress = do_if_return(ir) || progress;