nir = brw_preprocess_nir(compiler, nir);
nir_remove_dead_variables(nir, nir_var_shader_in);
- nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)->impl);
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
/* Uniforms are required to be lowered before going into compile_fs. For
* BLORP, we'll assume that whoever builds the shader sets the location