* loaded as one vec4 or dvec4 per element (or matrix column), depending on
* whether it is a double-precision type or not.
*/
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
}
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
var->data.driver_location = var->data.location;
}
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
}
}
- nir_lower_io_options lower_io_options = 0;
+ nir_lower_io_options lower_io_options = nir_lower_io_lower_64bit_to_32;
if (key->persample_interp)
lower_io_options |= nir_lower_io_force_sample_interpolation;
var->data.driver_location = var->data.location;
}
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
}
void
var->data.driver_location = var->data.location;
}
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);