nir_shader *producer, nir_shader *consumer);
bool brw_nir_lower_cs_intrinsics(nir_shader *nir);
-void brw_nir_lower_alpha_to_coverage(nir_shader *shader);
+bool brw_nir_lower_alpha_to_coverage(nir_shader *shader);
void brw_nir_lower_legacy_clipping(nir_shader *nir,
int nr_userclip_plane_consts,
struct brw_stage_prog_data *prog_data);
#define BRW_NIR_FRAG_OUTPUT_LOCATION_SHIFT 1
#define BRW_NIR_FRAG_OUTPUT_LOCATION_MASK INTEL_MASK(31, 1)
+bool brw_nir_move_interpolation_to_top(nir_shader *nir);
+bool brw_nir_demote_sample_qualifiers(nir_shader *nir);
+void brw_nir_populate_wm_prog_data(const nir_shader *shader,
+ const struct gen_device_info *devinfo,
+ const struct brw_wm_prog_key *key,
+ struct brw_wm_prog_data *prog_data);
+
#ifdef __cplusplus
}
#endif