glsl2: Don't dead-code eliminate a call where the return value is unused.
This showed up since the disabling of inlining at compile time, which
I apparently didn't regenerate piglit summary for.
Fixes:
glsl-deadcode-call.
diff --git a/src/glsl/ir_dead_code.cpp b/src/glsl/ir_dead_code.cpp
index a8d264f..8798887 100644
--- a/src/glsl/ir_dead_code.cpp
+++ b/src/glsl/ir_dead_code.cpp
@@ -78,7 +78,8 @@
* Don't do so if it's a shader output, though.
*/
if (entry->var->mode != ir_var_out &&
- entry->var->mode != ir_var_inout) {
+ entry->var->mode != ir_var_inout &&
+ !ir_has_call(entry->assign)) {
entry->assign->remove();
progress = true;