Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
}
+ if (brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options;
+ }
+
compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
vec4_visitor::run(gl_clip_plane *clip_planes)
{
bool use_vec4_nir =
- compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL;
+ compiler->glsl_compiler_options[stage].NirOptions != NULL;
sanity_param_count = prog->Parameters->NumParameters;