nir_var_mem_shared, nir_address_format_32bit_offset);
}
- NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
/* Do a round of constant folding to clean up address calculations */
NIR_PASS_V(nir, nir_opt_constant_folding);
}
struct gl_linked_shader *shader = linked_shader[i];
nir_shader *nir = shader->Program->nir;
+ NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
+
/* Linked shaders are optimized in st_nir_link_shaders. Separate shaders
* and shaders with a fixed-func VS or FS are optimized here.
*/