Today, st always sets LowerCombinedClipCullDistance, causing the GLSL IR
lowering to run, giving us vec4[2] arrays. I would like to disable this
and instead run the NIR lowering so that we get compact float[] arrays
instead.
Calling the new pass is a noop if the GLSL IR pass has already run, so
it's safe to call the pass unconditionally.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
st->pipe->screen);
NIR_PASS_V(nir, nir_lower_system_values);
+ NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->Program->info = nir->info;