Timothy Arceri <t_arc...@yahoo.com.au> writes:

> From: Timothy Arceri <timothy.arc...@collabora.com>
>
> Previously the constant array would not get copy propagated until the backend
> did its GLSL IR opt loop. I plan on removing that from i965 shortly which
> caused huge regressions in Deus-ex and Tomb Raider which have large
> constant arrays. Moving lowering before the opt loop in the GLSL linker
> fixes this and unexpectedly improves some compute shaders also.

It seems like we should figure out what's missing in NIR that the lack
of GLSL copy propagation hurt, but this is a pretty easy fix for now:

Reviewed-by: Eric Anholt <e...@anholt.net>

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