- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
-
- if (brw->scalar_vs) {
- /* If we're using the scalar backend for vertex shaders, we need to
- * configure these accordingly.
- */
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
-
- if (brw_env_var_as_boolean("INTEL_USE_NIR", false))
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
- }
-
- if (brw_env_var_as_boolean("INTEL_USE_NIR", true))
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions = &nir_options;
-
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_COMPUTE].NirOptions = &nir_options;
-