bool v3d_nir_lower_robust_buffer_access(nir_shader *s, struct v3d_compile *c);
bool v3d_nir_lower_robust_image_access(nir_shader *s, struct v3d_compile *c);
bool v3d_nir_lower_scratch(nir_shader *s);
-bool v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
+bool v3d_nir_lower_txf_ms(nir_shader *s);
bool v3d_nir_lower_image_load_store(nir_shader *s);
bool v3d_nir_lower_load_store_bitsize(nir_shader *s);
}
bool
-v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c)
+v3d_nir_lower_txf_ms(nir_shader *s)
{
return nir_shader_lower_instructions(s,
v3d_nir_lower_txf_ms_filter,
}
NIR_PASS(_, c->s, v3d_nir_lower_io, c);
- NIR_PASS(_, c->s, v3d_nir_lower_txf_ms, c);
+ NIR_PASS(_, c->s, v3d_nir_lower_txf_ms);
NIR_PASS(_, c->s, v3d_nir_lower_image_load_store);
NIR_PASS(_, c->s, nir_opt_idiv_const, 8);