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With variable fragment shading rate, the last pre-rasterization stage is responsible to write the shading rate value. The current checks is as follow : If the fragment shader can be dispatched at variable shading rate, look for the last pre-raster stage to force the write. We change this to : If we're the last pre-raster stage, force the write. That way this works for pre-rasterization shaders compiled without a fragment shader. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15637> |
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