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nir/lower_viewport_transform: Allow geom/tess
This pass needs to run on the last shader in a pipeline writing gl_Position. In GLES2, that's always the vertex shader, but in ES3.2, it can be a geometry or tessellation shader. The shared code works the same in this case, just make the assert more generous. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Reviewed-by: Erico Nunes <nunes.erico@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9444>
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1 changed files with 3 additions and 1 deletions
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@ -43,7 +43,9 @@
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void
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nir_lower_viewport_transform(nir_shader *shader)
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{
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assert(shader->info.stage == MESA_SHADER_VERTEX);
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assert((shader->info.stage == MESA_SHADER_VERTEX)
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|| (shader->info.stage == MESA_SHADER_GEOMETRY)
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|| (shader->info.stage == MESA_SHADER_TESS_EVAL));
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nir_foreach_function(func, shader) {
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nir_foreach_block(block, func->impl) {
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