ir2_optimize_loop(s);
- OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
+ OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
OPT_V(s, nir_opt_sink, nir_move_const_undef);
/* TODO we dont want to get shaders writing to depth for depth textures */