This takes us one step closer to being able to drop the GLSL IR
optimisation passes during linking in favour of the NIR passes.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
process_glsl_ir(brw, shProg, shader);
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
_mesa_copy_linked_program_data(shProg, shader);
/* Make a pass over the IR to add state references for any built-in
NIR_PASS(progress, nir, nir_lower_system_values);
NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+
if (shader_prog) {
NIR_PASS_V(nir, nir_lower_samplers, shader_prog);
NIR_PASS_V(nir, nir_lower_atomics, shader_prog);