void lower_discard_flow(exec_list *instructions);
bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
bool lower_noise(exec_list *instructions);
-bool lower_variable_index_to_cond_assign(exec_list *instructions,
- bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform);
+bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
+ exec_list *instructions, bool lower_input, bool lower_output,
+ bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_const_arrays_to_uniforms(exec_list *instructions);
bool lower_clip_distance(gl_shader *shader);
-void lower_output_reads(exec_list *instructions);
+void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
void lower_packed_varyings(void *mem_ctx,
bool lower_vertex_id(gl_shader *shader);
+bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
+
ir_rvalue *
compare_index_block(exec_list *instructions, ir_variable *index,
unsigned base, unsigned components, void *mem_ctx);