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glsl: Use do_common_optimization in the standalone compiler.
NOTE: This is a candidate for the 7.9 branch.
(cherry picked from commit a82592de92)
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1 changed files with 1 additions and 20 deletions
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@ -208,26 +208,7 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
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if (!state->error && !shader->ir->is_empty()) {
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bool progress;
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do {
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progress = false;
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progress = do_function_inlining(shader->ir) || progress;
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progress = do_if_simplification(shader->ir) || progress;
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progress = do_copy_propagation(shader->ir) || progress;
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progress = do_dead_code_local(shader->ir) || progress;
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progress = do_dead_code_unlinked(shader->ir) || progress;
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progress = do_tree_grafting(shader->ir) || progress;
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progress = do_constant_propagation(shader->ir) || progress;
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progress = do_constant_variable_unlinked(shader->ir) || progress;
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progress = do_constant_folding(shader->ir) || progress;
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progress = do_algebraic(shader->ir) || progress;
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progress = do_vec_index_to_swizzle(shader->ir) || progress;
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progress = do_vec_index_to_cond_assign(shader->ir) || progress;
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progress = do_swizzle_swizzle(shader->ir) || progress;
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loop_state *ls = analyze_loop_variables(shader->ir);
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progress = set_loop_controls(shader->ir, ls) || progress;
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progress = unroll_loops(shader->ir, ls, 32) || progress;
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delete ls;
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progress = do_common_optimization(shader->ir, false, 32);
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} while (progress);
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validate_ir_tree(shader->ir);
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