nir_shader *shader;
nir_builder builder;
- VkShaderStage stage;
struct anv_pipeline_layout *layout;
uint32_t indices_start;
{
struct apply_dynamic_offsets_state state = {
.shader = shader,
- .stage = anv_vk_shader_stage_for_mesa_stage(shader->stage),
.layout = pipeline->layout,
.indices_start = shader->num_uniforms,
};
- if (!state.layout || !state.layout->stage[state.stage].has_dynamic_offsets)
+ if (!state.layout || !state.layout->stage[shader->stage].has_dynamic_offsets)
return;
nir_foreach_overload(shader, overload) {