NIR_PASS(progress, shader, nir_opt_copy_prop_vars);
NIR_PASS(progress, shader, nir_opt_dead_write_vars);
- NIR_PASS(progress, shader, nir_remove_dead_variables,
- nir_var_function_temp | nir_var_shader_in | nir_var_shader_out, NULL);
NIR_PASS_V(shader, nir_lower_alu_to_scalar, NULL, NULL);
NIR_PASS_V(shader, nir_lower_phis_to_scalar, true);
NIR_PASS(progress, shader, nir_opt_algebraic);
NIR_PASS(progress, shader, nir_opt_undef);
- NIR_PASS(progress, shader, nir_opt_shrink_vectors);
+
if (shader->options->max_unroll_iterations) {
NIR_PASS(progress, shader, nir_opt_loop_unroll);
}
} while (progress && !optimize_conservatively);
+ NIR_PASS(progress, shader, nir_opt_shrink_vectors);
+ NIR_PASS(progress, shader, nir_remove_dead_variables,
+ nir_var_function_temp | nir_var_shader_in | nir_var_shader_out, NULL);
NIR_PASS(progress, shader, nir_opt_conditional_discard);
NIR_PASS(progress, shader, nir_opt_move, nir_move_load_ubo);
}