*/
wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
- nir_lower_deref_instrs(nir, ~0);
nir = brw_preprocess_nir(compiler, nir);
nir_remove_dead_variables(nir, nir_var_shader_in);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
nir->options =
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
- nir_lower_deref_instrs(nir, ~0);
nir = brw_preprocess_nir(compiler, nir);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
OPT(nir_opt_dce);
OPT(nir_opt_move_comparisons);
+ OPT(nir_lower_deref_instrs, ~0);
+
OPT(nir_lower_locals_to_regs);
if (unlikely(debug_enabled)) {
if (shader_prog) {
if (shader_prog->data->spirv) {
nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
- nir_lower_deref_instrs(nir, ~0);
+ nir_lower_deref_instrs(nir, nir_lower_texture_derefs);
} else {
nir = glsl_to_nir(shader_prog, stage, options);
- nir_lower_deref_instrs(nir, ~0);
+ nir_lower_deref_instrs(nir, nir_lower_texture_derefs);
}
assert (nir);
nir_shader_get_entrypoint(nir), true, false);
} else {
nir = prog_to_nir(prog, options);
- nir_lower_deref_instrs(nir, ~0);
NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
}
nir_validate_shader(nir);