{
nir_shader *shader = nir_shader_clone(mem_ctx, src_shader);
shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, true);
- brw_nir_lower_cs_intrinsics(shader, dispatch_width);
+
+ NIR_PASS_V(shader, brw_nir_lower_cs_intrinsics, dispatch_width);
/* Clean up after the local index and ID calculations. */
- nir_opt_constant_folding(shader);
- nir_opt_dce(shader);
+ NIR_PASS_V(shader, nir_opt_constant_folding);
+ NIR_PASS_V(shader, nir_opt_dce);
return brw_postprocess_nir(shader, compiler, true);
}