glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index dcd9bd6..b32e2ad 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -157,7 +157,7 @@
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(&shader->ir) || progress;
+ progress = do_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;