#include "compiler/v3d_compiler.h"
#include "v3d_context.h"
#include "broadcom/cle/v3d_packet_v33_pack.h"
-#include "mesa/state_tracker/st_glsl_types.h"
static struct v3d_compiled_shader *
v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key);
return glsl_count_attribute_slots(type, false);
}
-static int
-uniforms_type_size(const struct glsl_type *type)
-{
- return st_glsl_storage_type_size(type, false);
-}
-
/**
* Precompiles a shader variant at shader state creation time if
* V3D_DEBUG=precompile is set. Used for shader-db
* creation.
*/
s = cso->ir.nir;
-
- NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
- uniforms_type_size,
- (nir_lower_io_options)0);
} else {
assert(cso->type == PIPE_SHADER_IR_TGSI);