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authorEric Anholt <[email protected]>2010-06-25 13:38:38 -0700
committerEric Anholt <[email protected]>2010-06-25 13:38:38 -0700
commitbda27424cf04c0d2ec2b49c56f562d5b2d2f0bff (patch)
treedef596e4d7ba78af3bf590e785d76f9260100802 /src/glsl/main.cpp
parentabc4e52992c53ee6b6895480b47e6a6e27ef9bd0 (diff)
glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
Diffstat (limited to 'src/glsl/main.cpp')
-rw-r--r--src/glsl/main.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index dcd9bd69c0c..b32e2ad3dbc 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -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;