.lower_to_scalar = true,
.has_imul24 = true,
.lower_wpos_pntc = true,
+
+ /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
+ * but that should be harmless for GL since 64b is not
+ * supported there.
+ */
+ .lower_int64_options = (nir_lower_int64_options)~0,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.has_imul24 = true,
.max_unroll_iterations = 32,
.lower_wpos_pntc = true,
+
+ /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
+ * but that should be harmless for GL since 64b is not
+ * supported there.
+ */
+ .lower_int64_options = (nir_lower_int64_options)~0,
};
const nir_shader_compiler_options *
ir3_nir_lower_layer_id(nir_shader *nir)
{
unsigned layer_id_loc = ~0;
- nir_foreach_variable(var, &nir->inputs) {
+ nir_foreach_shader_in_variable(var, nir) {
if (var->data.location == VARYING_SLOT_LAYER) {
layer_id_loc = var->data.driver_location;
break;