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authorJason Ekstrand <[email protected]>2015-09-08 14:31:11 -0700
committerJason Ekstrand <[email protected]>2015-09-09 12:29:38 -0700
commitb828f7a27b2b8d6b90e646c08dfa25e1d737a9bb (patch)
tree04ef8161a71729b952b8e72d4d35bc33b5c6685d /src/mesa/drivers/dri/i965/brw_shader.cpp
parent1dbe4af9c9e318525fc082b542b93fb7f1e5efba (diff)
nir/glsl: Use lower_outputs_to_temporaries instead of relying on GLSL IR
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_shader.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/brw_shader.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 445764d3d06..de1a7fe81a8 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -322,9 +322,6 @@ process_glsl_ir(gl_shader_stage stage,
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
- if (options->NirOptions != NULL)
- lower_output_reads(stage, shader->ir);
-
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back