return true;
}
+bool
+bifrost_nir_lower_load_output(nir_shader *nir)
+{
+ assert(nir->info.stage == MESA_SHADER_FRAGMENT);
+
+ return nir_shader_instructions_pass(
+ nir, bi_lower_load_output,
+ nir_metadata_block_index | nir_metadata_dominance, NULL);
+}
+
void
bifrost_preprocess_nir(nir_shader *nir, unsigned gpu_id)
{
NIR_PASS_V(nir, nir_shader_instructions_pass, bi_lower_sample_mask_writes,
nir_metadata_block_index | nir_metadata_dominance, NULL);
- NIR_PASS_V(nir, nir_shader_instructions_pass, bi_lower_load_output,
- nir_metadata_block_index | nir_metadata_dominance, NULL);
+ NIR_PASS_V(nir, bifrost_nir_lower_load_output);
} else if (nir->info.stage == MESA_SHADER_VERTEX) {
if (gpu_id >= 0x9000) {
NIR_PASS_V(nir, nir_lower_mediump_io, nir_var_shader_out,
bool bifrost_nir_lower_algebraic_late(nir_shader *shader);
bool bifrost_nir_lower_xfb(nir_shader *shader);
bool bifrost_nir_opt_boolean_bitwise(nir_shader *shader);
+bool bifrost_nir_lower_load_output(nir_shader *nir);