nir_lower_tex_projector(nir);
nir_validate_shader(nir);
+ nir_normalize_cubemap_coords(nir);
+ nir_validate_shader(nir);
+
nir_split_var_copies(nir);
nir_validate_shader(nir);
brw_lower_texture_gradients(brw, shader->base.ir);
do_vec_index_to_cond_assign(shader->base.ir);
lower_vector_insert(shader->base.ir, true);
- brw_do_cubemap_normalize(shader->base.ir);
+ if (options->NirOptions == NULL)
+ brw_do_cubemap_normalize(shader->base.ir);
lower_offset_arrays(shader->base.ir);
brw_do_lower_unnormalized_offset(shader->base.ir);
lower_noise(shader->base.ir);