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authorNeil Roberts <[email protected]>2018-03-26 17:12:41 +0200
committerAlejandro Piñeiro <[email protected]>2018-08-13 16:28:27 +0200
commita105c1e6e5a42e19b7aa083ec5d370a127cf7824 (patch)
tree049f22cf43803db57ebaa44f59e9ae974a49d40a /src/mesa
parent40947d47445e5791d11209e27a64ef5fa9fdc40b (diff)
mesa/glspirv: Set separate_shader on shader_info
The value is copied from the gl_program. If we don’t do this then it will get reset back to zero in brw_shader_gather_info. This isn’t a problem for GLSL because in that case the nir_shader is initialised with a copy of the shader_info from the gl_program. Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/glspirv.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c
index 5a2d6a4bb2a..4fc80b72181 100644
--- a/src/mesa/main/glspirv.c
+++ b/src/mesa/main/glspirv.c
@@ -252,6 +252,8 @@ _mesa_spirv_to_nir(struct gl_context *ctx,
prog->Name);
nir_validate_shader(nir);
+ nir->info.separate_shader = linked_shader->Program->info.separate_shader;
+
/* We have to lower away local constant initializers right before we
* inline functions. That way they get properly initialized at the top
* of the function and not at the top of its caller.