*/
unsigned num_inputs, num_uniforms, num_outputs;
- /** the number of uniforms that are only accessed directly */
- unsigned num_direct_uniforms;
+ /** The shader stage, such as MESA_SHADER_VERTEX. */
+ gl_shader_stage stage;
} nir_shader;
#define nir_foreach_overload(shader, overload) \
&(func)->overload_list)
nir_shader *nir_shader_create(void *mem_ctx,
+ gl_shader_stage stage,
const nir_shader_compiler_options *options);
/** creates a register, including assigning it an index and adding it to the list */
void nir_assign_var_locations(struct exec_list *var_list,
unsigned *size,
- bool is_scalar);
-void nir_assign_var_locations_direct_first(nir_shader *shader,
- struct exec_list *var_list,
- unsigned *direct_size,
- unsigned *size,
- bool is_scalar);
-
-void nir_lower_io(nir_shader *shader, bool is_scalar);
+ int (*type_size)(const struct glsl_type *));
+void nir_lower_io(nir_shader *shader,
+ int (*type_size)(const struct glsl_type *));
void nir_lower_vars_to_ssa(nir_shader *shader);
void nir_remove_dead_variables(nir_shader *shader);