{
nir_function *func;
+ info->base = nir->info;
info->stage = nir->info.stage;
- info->properties[TGSI_PROPERTY_NEXT_SHADER] = pipe_shader_type_from_mesa(nir->info.next_stage);
-
- if (nir->info.stage == MESA_SHADER_VERTEX) {
- info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] = nir->info.vs.window_space_position;
- info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] = nir->info.vs.blit_sgprs_amd;
- }
-
- if (nir->info.stage == MESA_SHADER_TESS_CTRL) {
- info->properties[TGSI_PROPERTY_TCS_VERTICES_OUT] = nir->info.tess.tcs_vertices_out;
- }
if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
if (nir->info.tess.primitive_mode == GL_ISOLINES)
assert(lower_flrp);
bool lower_flrp_progress = false;
- NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp, lower_flrp, false /* always_precise */,
- nir->options->lower_ffma);
+ NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp, lower_flrp, false /* always_precise */);
if (lower_flrp_progress) {
NIR_PASS(progress, nir, nir_opt_constant_folding);
progress = true;