* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
* intrinsics into something amenable to the V3D architecture.
*
- * Currently, it splits VS inputs and uniforms into scalars, drops any
- * non-position outputs in coordinate shaders, and fixes up the addressing on
- * indirect uniform loads. FS input and VS output scalarization is handled by
- * nir_lower_io_to_scalar().
+ * Currently, it just splits uniforms into scalars, and fixes up the
+ * addressing on indirect uniform loads. FS input and VS output scalarization
+ * is handled by nir_lower_io_to_scalar().
*/
static void
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
- case nir_intrinsic_load_input:
- break;
-
case nir_intrinsic_load_uniform:
v3d_nir_lower_uniform(c, b, intr);
break;
- case nir_intrinsic_load_user_clip_plane:
default:
break;
}