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authorTimothy Arceri <[email protected]>2019-10-30 11:34:27 +1100
committerTimothy Arceri <[email protected]>2019-11-01 11:33:54 +1100
commit1c2bf82d24a12c3a25c563ca601f0da859b767e7 (patch)
treec3321f937ad4eca793cd4eeb1cdc8c7de671fbb5 /src/compiler
parent0e186c18ba1157ae9dc6c1d6256925ceeab00344 (diff)
glsl: disable lower_fragdata_array() for NIR drivers
This function was added in 7e414b58640a 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 <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/opt_dead_builtin_varyings.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/compiler/glsl/opt_dead_builtin_varyings.cpp b/src/compiler/glsl/opt_dead_builtin_varyings.cpp
index 853847ebfd5..3efe6582322 100644
--- a/src/compiler/glsl/opt_dead_builtin_varyings.cpp
+++ b/src/compiler/glsl/opt_dead_builtin_varyings.cpp
@@ -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);
}