if (shader->options->max_unroll_iterations) {
NIR_PASS(progress, shader, nir_opt_loop_unroll, 0);
}
} while (progress && !optimize_conservatively);
NIR_PASS(progress, shader, nir_opt_conditional_discard);
if (shader->options->max_unroll_iterations) {
NIR_PASS(progress, shader, nir_opt_loop_unroll, 0);
}
} while (progress && !optimize_conservatively);
NIR_PASS(progress, shader, nir_opt_conditional_discard);