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);
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);
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)