/* First, lower the GLSL IR or Mesa IR to NIR */
if (shader_prog) {
nir = glsl_to_nir(shader_prog, stage, options);
- OPT_V(nir_lower_outputs_to_temporaries, nir_shader_get_entrypoint(nir));
+ OPT_V(nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir));
} else {
nir = prog_to_nir(prog, options);
OPT_V(nir_convert_to_ssa); /* turn registers into SSA */