return nir_shader_instructions_pass(shader, lower_baseinstance_instr, nir_metadata_dominance, NULL);
}
+bool nir_lower_dynamic_bo_access(nir_shader *shader);
+
struct zink_shader *
zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
const struct pipe_stream_output_info *so_info)
NIR_PASS_V(nir, lower_discard_if);
NIR_PASS_V(nir, nir_lower_fragcolor);
NIR_PASS_V(nir, lower_64bit_vertex_attribs);
+ if (nir->info.num_ubos || nir->info.num_ssbos)
+ NIR_PASS_V(nir, nir_lower_dynamic_bo_access);
NIR_PASS_V(nir, nir_convert_from_ssa, true);
if (zink_debug & ZINK_DEBUG_NIR) {