dozen: Use NIR_PASS instead of NIR_PASS_V

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36299>
diff --git a/src/microsoft/vulkan/dzn_meta.c b/src/microsoft/vulkan/dzn_meta.c
index a9f1761..cfadb5b 100644
--- a/src/microsoft/vulkan/dzn_meta.c
+++ b/src/microsoft/vulkan/dzn_meta.c
@@ -427,14 +427,14 @@
    if (meta->vs.pShaderBytecode == NULL) {
       nir_shader *nir = dzn_nir_blit_vs();
 
-      NIR_PASS_V(nir, nir_lower_system_values);
+      NIR_PASS(_, nir, nir_lower_system_values);
 
       gl_system_value system_values[] = {
          SYSTEM_VALUE_FIRST_VERTEX,
          SYSTEM_VALUE_BASE_VERTEX,
       };
 
-      NIR_PASS_V(nir, dxil_nir_lower_system_values_to_zero, system_values,
+      NIR_PASS(_, nir, dxil_nir_lower_system_values_to_zero, system_values,
                 ARRAY_SIZE(system_values));
 
       D3D12_SHADER_BYTECODE bc;
diff --git a/src/microsoft/vulkan/dzn_nir.c b/src/microsoft/vulkan/dzn_nir.c
index 03deb49..2c86774 100644
--- a/src/microsoft/vulkan/dzn_nir.c
+++ b/src/microsoft/vulkan/dzn_nir.c
@@ -978,6 +978,6 @@
 
    nir_validate_shader(nir, "in dzn_nir_polygon_point_mode_gs");
 
-   NIR_PASS_V(nir, nir_lower_var_copies);
+   NIR_PASS(_, nir, nir_lower_var_copies);
    return b->shader;
 }
diff --git a/src/microsoft/vulkan/dzn_pipeline.c b/src/microsoft/vulkan/dzn_pipeline.c
index cf2b1ee..79d4b7d 100644
--- a/src/microsoft/vulkan/dzn_pipeline.c
+++ b/src/microsoft/vulkan/dzn_pipeline.c
@@ -281,7 +281,7 @@
       }
 
       if (needs_conv)
-         NIR_PASS_V(*nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
+         NIR_PASS(_, *nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
    }
 
    if (cache) {
@@ -966,7 +966,7 @@
       };
 
       bool requires_runtime_data;
-      NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
+      NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
                  &conf, &requires_runtime_data);
 
       active_stage_mask |= (1 << MESA_SHADER_GEOMETRY);
@@ -974,7 +974,7 @@
 
       if ((active_stage_mask & (1 << MESA_SHADER_FRAGMENT)) &&
           BITSET_TEST(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir->info.system_values_read, SYSTEM_VALUE_FRONT_FACE))
-         NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
+         NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
    }
 
    /* Third step: link those NIR shaders. We iterate in reverse order
@@ -1008,7 +1008,7 @@
    u_foreach_bit(stage, active_stage_mask) {
       uint8_t bindings_hash[SHA1_DIGEST_LENGTH];
 
-      NIR_PASS_V(pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
+      NIR_PASS(_, pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
                  cache ? bindings_hash : NULL);
 
       if (cache) {
@@ -2538,7 +2538,7 @@
 
    uint8_t bindings_hash[SHA1_DIGEST_LENGTH], dxil_hash[SHA1_DIGEST_LENGTH];
 
-   NIR_PASS_V(nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
+   NIR_PASS(_, nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
 
    if (cache) {
       struct mesa_sha1 dxil_hash_ctx;