This makes it so emit_nir_code() doesn't modify the GLSL IR.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
nir_shader *nir;
/* First, lower the GLSL IR or Mesa IR to NIR */
if (shader_prog) {
- lower_output_reads(shader->base.ir);
nir = glsl_to_nir(&shader->base, options);
} else {
nir = prog_to_nir(prog, options);
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
+ if (options->NirOptions != NULL)
+ lower_output_reads(shader->ir);
+
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back