NIR_PASS(progress, shader, nir_opt_remove_phis);
NIR_PASS(progress, shader, nir_opt_dce);
}
- NIR_PASS(progress, shader, nir_opt_if);
+ NIR_PASS(progress, shader, nir_opt_if, true);
NIR_PASS(progress, shader, nir_opt_dead_cf);
NIR_PASS(progress, shader, nir_opt_cse);
NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true);