nir_shader *producer = shProg->_LinkedShaders[i]->Program->nir;
nir_shader *consumer = shProg->_LinkedShaders[next]->Program->nir;
- nir_remove_dead_variables(producer, nir_var_shader_out);
- nir_remove_dead_variables(consumer, nir_var_shader_in);
+ NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out);
+ NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in);
if (nir_remove_unused_varyings(producer, consumer)) {
- nir_lower_global_vars_to_local(producer);
- nir_lower_global_vars_to_local(consumer);
+ NIR_PASS_V(producer, nir_lower_global_vars_to_local);
+ NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
nir_variable_mode indirect_mask = (nir_variable_mode) 0;
if (compiler->glsl_compiler_options[i].EmitNoIndirectTemp)
* temporaries so we need to lower indirects on any of the
* varyings we have demoted here.
*/
- nir_lower_indirect_derefs(producer, indirect_mask);
- nir_lower_indirect_derefs(consumer, indirect_mask);
+ NIR_PASS_V(producer, nir_lower_indirect_derefs, indirect_mask);
+ NIR_PASS_V(consumer, nir_lower_indirect_derefs, indirect_mask);
const bool p_is_scalar = compiler->scalar_stage[producer->stage];
producer = brw_nir_optimize(producer, compiler, p_is_scalar);