}
static void
-process_glsl_ir(gl_shader_stage stage,
- struct brw_context *brw,
+process_glsl_ir(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_linked_shader *shader)
{
do_copy_propagation(shader->ir);
bool lowered_variable_indexing =
- lower_variable_index_to_cond_assign((gl_shader_stage)stage,
- shader->ir,
+ lower_variable_index_to_cond_assign(shader->Stage, shader->ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
- process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
+ process_glsl_ir(brw, shProg, shader);
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).