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authorEric Anholt <[email protected]>2010-07-27 11:28:26 -0700
committerEric Anholt <[email protected]>2010-07-27 11:46:05 -0700
commit66d4c65ee2c311ea0c71c39a28456d0c11798d6b (patch)
tree1ac5615584028ada121a23c83101e6b45c28408e /src/glsl/main.cpp
parent8bbdf6e7cdfc3265439761a06eea79627f4ee2fa (diff)
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.
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 b62902278c4..08b133f124e 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -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;