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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>
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1 changed files with 2 additions and 1 deletions
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@ -539,7 +539,8 @@ do_dead_builtin_varyings(struct gl_context *ctx,
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tfeedback_decl *tfeedback_decls)
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{
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/* Lower the gl_FragData array to separate variables. */
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if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT) {
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if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT &&
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!ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions) {
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lower_fragdata_array(consumer);
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}
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