glsl: Hard-code noise to zero in builtin_functions.cpp
[mesa.git] / src / mesa / drivers / dri / i965 / brw_link.cpp
index 8a62ffd760b88104e23b782a3e0dc08a3c9dd072..cfd56cef0df34201a5773d2bbbefce8adf15e766 100644 (file)
@@ -135,7 +135,6 @@ process_glsl_ir(struct brw_context *brw,
    do_vec_index_to_cond_assign(shader->ir);
    lower_vector_insert(shader->ir, true);
    lower_offset_arrays(shader->ir);
-   lower_noise(shader->ir);
    lower_quadop_vector(shader->ir, false);
 
    validate_ir_tree(shader->ir);
@@ -332,8 +331,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
       brw_shader_gather_info(prog->nir, prog);
 
       NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
-      NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
-                 prog->nir->info.num_abos);
+      NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo);
 
       nir_sweep(prog->nir);
 
@@ -388,8 +386,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
    else
       nir_build_program_resource_list(ctx, shProg, true);
 
-   _mesa_create_program_resource_hash(shProg);
-
    for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
       struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
       if (!shader)