iris: Use prog_data->inputs rather than shader info in SBE code.
This should be the same thing, but requires looking up less data. Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14210>
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@ -4203,13 +4203,11 @@ iris_emit_sbe(struct iris_batch *batch, const struct iris_context *ice)
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const struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
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const struct brw_wm_prog_data *wm_prog_data = (void *)
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ice->shaders.prog[MESA_SHADER_FRAGMENT]->prog_data;
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const struct shader_info *fs_info =
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iris_get_shader_info(ice, MESA_SHADER_FRAGMENT);
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const struct brw_vue_map *last_vue_map =
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&brw_vue_prog_data(ice->shaders.last_vue_shader->prog_data)->vue_map;
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unsigned urb_read_offset, urb_read_length;
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iris_compute_sbe_urb_read_interval(fs_info->inputs_read,
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iris_compute_sbe_urb_read_interval(wm_prog_data->inputs,
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last_vue_map,
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cso_rast->light_twoside,
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&urb_read_offset, &urb_read_length);
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