/* Update position to refer to an array. */
nir_variable *pos_var = NULL;
- nir_foreach_variable(var, &shader->outputs) {
+ nir_foreach_shader_out_variable(var, shader) {
if (var->data.location == VARYING_SLOT_POS) {
assert(var->type == glsl_vec4_type());
var->type = glsl_array_type(glsl_vec4_type(), view_count, 0);
return false;
bool vs_writes_position = false;
- nir_foreach_variable(var, &shaders[MESA_SHADER_VERTEX]->outputs) {
+ nir_foreach_shader_out_variable(var, shaders[MESA_SHADER_VERTEX]) {
if (var->data.location == VARYING_SLOT_POS) {
vs_writes_position = true;
break;