/* Translate to NIR */
nir_shader *nir = prog_to_nir(st->ctx, prog, options);
- st_prog_to_nir_postprocess(st, nir, prog);
-
return nir;
}
if (prog->arb.Instructions)
prog->nir = st_translate_prog_to_nir(st, prog,
MESA_SHADER_VERTEX);
- else
- st_prog_to_nir_postprocess(st, prog->nir, prog);
+ st_prog_to_nir_postprocess(st, prog->nir, prog);
prog->info = prog->nir->info;
st_prepare_vertex_program(prog);
if (prog->arb.Instructions)
prog->nir = st_translate_prog_to_nir(st, prog,
MESA_SHADER_FRAGMENT);
- else
- st_prog_to_nir_postprocess(st, prog->nir, prog);
+ st_prog_to_nir_postprocess(st, prog->nir, prog);
prog->info = prog->nir->info;
}