prog_data->binding_table.image_start = bias;
/* Finish the optimization and compilation process */
- if (nir->stage != MESA_SHADER_VERTEX &&
- nir->stage != MESA_SHADER_TESS_CTRL &&
- nir->stage != MESA_SHADER_TESS_EVAL &&
- nir->stage != MESA_SHADER_FRAGMENT) {
- nir = brw_nir_lower_io(nir, &pipeline->device->info,
- compiler->scalar_stage[stage], false, NULL);
- }
+ if (nir->stage == MESA_SHADER_COMPUTE)
+ brw_nir_lower_shared(nir);
/* nir_lower_io will only handle the push constants; we need to set this
* to the full number of possible uniforms.