nir_function_impl *impl = nir_shader_get_entrypoint(nir);
if (impl->ssa_alloc > 100) //skip for small shaders
- pipeline->shaders[stage].inlines.must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
- pipeline->shaders[stage].pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir);
- pipeline->shaders[stage].pipeline_nir->nir = nir;
- pipeline->shaders[stage].pipeline_nir->ref_cnt = 1;
+ shader->inlines.must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
+ shader->pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir);
+ shader->pipeline_nir->nir = nir;
+ shader->pipeline_nir->ref_cnt = 1;
return VK_SUCCESS;
}