NIR_PASS(progress, shader, nir_opt_conditional_discard);
NIR_PASS(progress, shader, nir_opt_dce);
NIR_PASS(progress, shader, nir_opt_undef);
-
- NIR_PASS(progress, shader, nir_remove_dead_variables, nir_var_shader_in);
- NIR_PASS(progress, shader, nir_remove_dead_variables, nir_var_shader_out);
return progress;
}
if (optimize)
while(optimize_once(sel->nir));
+ NIR_PASS_V(sel->nir, nir_remove_dead_variables, nir_var_shader_in);
+ NIR_PASS_V(sel->nir, nir_remove_dead_variables, nir_var_shader_out);
+
+
NIR_PASS_V(sel->nir, nir_lower_vars_to_scratch,
nir_var_function_temp,
40,