Avoids getting a "load_output" in a case like this:
gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex];
frag_pos = gl_Position.xyz;
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Eric Anholt <eric@anholt.net>
nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
ir3_glsl_type_size);
+ NIR_PASS_V(nir, nir_opt_copy_prop_vars);
+
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_frexp);