diff --git a/src/asahi/compiler/agx_compile.c b/src/asahi/compiler/agx_compile.c index e52fea05b0e..072e9ddc2ad 100644 --- a/src/asahi/compiler/agx_compile.c +++ b/src/asahi/compiler/agx_compile.c @@ -3161,7 +3161,7 @@ agx_compile_shader_nir(nir_shader *nir, struct agx_shader_key *key, * count is dynamic when the main fragment shader is compiled. */ if (nir->info.stage == MESA_SHADER_FRAGMENT && key->fs.nr_samples) { - if (agx_nir_lower_sample_mask(nir, key->fs.nr_samples)) { + if (agx_nir_lower_sample_mask(nir)) { /* Clean up ixor(bcsel) patterns created from sample mask lowering. * Also constant fold to get the benefit. We need to rescalarize after * folding constants. diff --git a/src/asahi/compiler/agx_compiler.h b/src/asahi/compiler/agx_compiler.h index bd114782944..66296f45513 100644 --- a/src/asahi/compiler/agx_compiler.h +++ b/src/asahi/compiler/agx_compiler.h @@ -926,7 +926,7 @@ void agx_emit_parallel_copies(agx_builder *b, struct agx_copy *copies, void agx_compute_liveness(agx_context *ctx); void agx_liveness_ins_update(BITSET_WORD *live, agx_instr *I); -bool agx_nir_lower_sample_mask(nir_shader *s, unsigned nr_samples); +bool agx_nir_lower_sample_mask(nir_shader *s); bool agx_nir_lower_texture(nir_shader *s); bool agx_nir_opt_preamble(nir_shader *s, unsigned *preamble_size); bool agx_nir_lower_load_mask(nir_shader *shader); diff --git a/src/asahi/compiler/agx_nir_lower_sample_mask.c b/src/asahi/compiler/agx_nir_lower_sample_mask.c index 8cfd176387a..3746f4f21f7 100644 --- a/src/asahi/compiler/agx_nir_lower_sample_mask.c +++ b/src/asahi/compiler/agx_nir_lower_sample_mask.c @@ -161,7 +161,7 @@ run_tests_at_start(nir_shader *shader) } bool -agx_nir_lower_sample_mask(nir_shader *shader, unsigned nr_samples) +agx_nir_lower_sample_mask(nir_shader *shader) { bool writes_zs = shader->info.outputs_written &