NIR_PASS_V(nir, nir_remove_dead_variables,
nir_var_shader_in | nir_var_shader_out | nir_var_system_value);
- NIR_PASS_V(nir, nir_lower_explicit_io, nir_var_mem_global,
- nir_address_format_64bit_global);
-
NIR_PASS_V(nir, nir_propagate_invariant);
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir), true, false);
NIR_PASS_V(nir, brw_nir_lower_image_load_store, compiler->devinfo);
+ NIR_PASS_V(nir, nir_lower_explicit_io, nir_var_mem_global,
+ nir_address_format_64bit_global);
+
/* Apply the actual pipeline layout to UBOs, SSBOs, and textures */
if (layout) {
anv_nir_apply_pipeline_layout(pdevice,