glsl: Delete the optimize_redundant_jumps pass.
Nothing here that NIR doesn't do. No effect on shader-db of hsw or softpipe. Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14249>
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@@ -162,7 +162,6 @@ void lower_packed_varyings(void *mem_ctx,
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bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
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bool lower_vector_derefs(gl_linked_shader *shader);
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void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader);
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bool optimize_redundant_jumps(exec_list *instructions);
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bool optimize_split_arrays(exec_list *instructions, bool linked);
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bool lower_offset_arrays(exec_list *instructions);
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void optimize_dead_builtin_variables(exec_list *instructions,
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