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author | Eric Anholt <[email protected]> | 2010-08-04 23:23:15 -0700 |
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committer | Eric Anholt <[email protected]> | 2010-08-05 09:17:45 -0700 |
commit | c5b9cab49900cbcab78911361976a3678d49e853 (patch) | |
tree | 31b1e314919911b72ffeb2cc27807ae9adffeec4 /src/mesa/main/cpuinfo.h | |
parent | 8f6a0c9ed985267c2d202cf85d17ac04bddfb9d2 (diff) |
glsl2: Catch pointless copies in copy propagation.
We wouldn't want to go rewriting dereferences to variables to point at
the same variable it did before. While I didn't find a way to trigger
that, a shader in Yo Frankie managed to produce a self-assignment by
passing a constant to a function doing self assignment like this.
Cleans up the IR for glsl-deadcode-self-assign.shader_test
Diffstat (limited to 'src/mesa/main/cpuinfo.h')
0 files changed, 0 insertions, 0 deletions