*/
#include "tgsi/tgsi_from_mesa.h"
-#include "st_glsl_types.h"
#include "st_nir.h"
#include "compiler/nir/nir_builder.h"
+#include "compiler/glsl/gl_nir.h"
struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context *st,
NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask);
}
- st_nir_opts(nir);
-
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
st_nir_assign_vs_in_locations(nir);
st_nir_assign_varying_locations(st, nir);
st_nir_lower_samplers(screen, nir, NULL, NULL);
-
- if (st->ctx->Const.PackedDriverUniformStorage) {
- NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
- (nir_lower_io_options)0);
- NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
- } else {
- NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
- (nir_lower_io_options)0);
- }
+ st_nir_lower_uniforms(st, nir);
+ if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
+ NIR_PASS_V(nir, gl_nir_lower_images, false);
+
+ if (screen->finalize_nir)
+ screen->finalize_nir(screen, nir, true);
+ else
+ st_nir_opts(nir);
struct pipe_shader_state state = {
.type = PIPE_SHADER_IR_NIR,