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.
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index b629022..08b133f 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -162,7 +162,7 @@
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;