gl_shader_stage stage;
} nir_shader;
+static inline nir_function *
+nir_shader_get_entrypoint(nir_shader *shader)
+{
+ assert(exec_list_length(&shader->functions) == 1);
+ struct exec_node *func_node = exec_list_get_head(&shader->functions);
+ nir_function *func = exec_node_data(nir_function, func_node, node);
+ assert(func->return_type == glsl_void_type());
+ assert(func->num_params == 0);
+ return func;
+}
+
#define nir_foreach_function(shader, func) \
foreach_list_typed(nir_function, func, node, &(shader)->functions)