NIR_PASS_V(s, nir_lower_viewport_transform);
NIR_PASS_V(s, nir_lower_point_size, 1.0f, 100.0f);
- NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size, 0);
+ NIR_PASS_V(s, nir_lower_io,
+ nir_var_shader_in | nir_var_shader_out, type_size, 0);
NIR_PASS_V(s, nir_lower_load_const_to_scalar);
NIR_PASS_V(s, lima_nir_lower_uniform_to_scalar);
NIR_PASS_V(s, nir_lower_io_to_scalar,
bool progress;
NIR_PASS_V(s, nir_lower_fragcoord_wtrans);
- NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size, 0);
+ NIR_PASS_V(s, nir_lower_io,
+ nir_var_shader_in | nir_var_shader_out, type_size, 0);
NIR_PASS_V(s, nir_lower_regs_to_ssa);
NIR_PASS_V(s, nir_lower_tex, tex_options);
do {
progress = false;
- NIR_PASS(progress, s, nir_opt_vectorize);
+ NIR_PASS(progress, s, nir_opt_vectorize, NULL, NULL);
} while (progress);
do {