prog_data->threads = c->threads;
prog_data->single_seg = !c->last_thrsw;
prog_data->spill_size = c->spill_size;
+ prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
v3d_set_prog_data_uniforms(c, prog_data);
if (c->key->ucp_enables) {
NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables,
- false);
+ false, false, NULL);
NIR_PASS_V(c->s, nir_lower_io_to_scalar,
nir_var_shader_out);
}
if (c->fs_key->clamp_color)
NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
- if (c->fs_key->alpha_test) {
- NIR_PASS_V(c->s, nir_lower_alpha_test,
- c->fs_key->alpha_test_func,
- false);
- }
-
if (c->key->ucp_enables)
- NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables);
+ NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables,
+ false);
/* Note: FS input scalarizing must happen after
* nir_lower_two_sided_color, which only handles a vec4 at a time.