glsl2: Do algebraic optimizations after linking as well.

Linking brings in inlining of builtins, so we weren't catching the
(rcp(/sqrt(x)) -> rsq(x)) without it.
This commit is contained in:
Eric Anholt 2010-07-31 15:47:35 -07:00
parent 784695442c
commit f6b03f3235

View file

@ -1289,6 +1289,7 @@ link_shaders(struct gl_shader_program *prog)
progress = do_tree_grafting(ir) || progress;
progress = do_constant_variable_unlinked(ir) || progress;
progress = do_constant_folding(ir) || progress;
progress = do_algebraic(ir) || progress;
progress = do_if_return(ir) || progress;
#if 0
if (ctx->Shader.EmitNoIfs)