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ir_to_mesa: Don't do function inlining until linking.
Optimizations at compile time should generally be done with the goal of reducing instruction count so that other work, particularly linking, is less time-consuming if the shader is used multiple times. However, function inlining increases instruction count for the inlined function bodies without removing the original function body, since we don't know if it will be used at link time or not. Reduces the runtime of linking and executing a Yo Frankie fragment shader from 0.9 seconds to 0.5 seconds (-45.9%, +/- 2.2%, n=5).
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@ -2604,7 +2604,6 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
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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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