glsl: disable lower_fragdata_array() for NIR drivers
This function was added in 7e414b5864
to work around a defect in
lower_output_reads(). As of the previous commit no NIR driver calls
lower_output_reads().
This change means we don't need the special GLSL IR style
gl_FragData handling for building the resource list in a NIR based
linker.
No shader-db change on SKL i965.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -539,7 +539,8 @@ do_dead_builtin_varyings(struct gl_context *ctx,
|
||||
tfeedback_decl *tfeedback_decls)
|
||||
{
|
||||
/* Lower the gl_FragData array to separate variables. */
|
||||
if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT) {
|
||||
if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT &&
|
||||
!ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions) {
|
||||
lower_fragdata_array(consumer);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user