.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
const nir_shader_compiler_options *
OPT(s, nir_copy_prop);
OPT(s, nir_opt_dce);
}
- progress |= OPT(s, nir_opt_if);
+ progress |= OPT(s, nir_opt_if, false);
progress |= OPT(s, nir_opt_remove_phis);
progress |= OPT(s, nir_opt_undef);
debug_printf("----------------------\n");
}
- OPT_V(s, nir_opt_global_to_local);
OPT_V(s, nir_lower_regs_to_ssa);
OPT_V(s, ir3_nir_lower_io_offsets);