}
}
-static bool
-emit_output_copies_block(nir_block *block, void *state)
-{
- nir_foreach_instr(instr, block) {
- if (instr->type != nir_instr_type_intrinsic)
- continue;
-
- nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- if (intrin->intrinsic == nir_intrinsic_emit_vertex)
- emit_output_copies(nir_before_instr(&intrin->instr), state);
- }
-
- return true;
-}
-
void
nir_lower_outputs_to_temporaries(nir_shader *shader, nir_function *entrypoint)
{
/* For geometry shaders, we have to emit the output copies right
* before each EmitVertex call.
*/
- nir_foreach_block_call(function->impl, emit_output_copies_block, &state);
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic == nir_intrinsic_emit_vertex) {
+ emit_output_copies(nir_before_instr(&intrin->instr),
+ &state);
+ }
+ }
+ }
} else if (function == entrypoint) {
/* For all other shader types, we need to do the copies right before
* the jumps to the end block.