lower_offset_arrays(ir);
do_mat_op_to_vec(ir);
- if (stage == MESA_SHADER_FRAGMENT)
+ if (stage == MESA_SHADER_FRAGMENT && pscreen->get_param(pscreen, PIPE_CAP_FBFETCH))
lower_blend_equation_advanced(
shader, ctx->Extensions.KHR_blend_equation_advanced_coherent);
do_vec_index_to_cond_assign(ir);
lower_vector_insert(ir, true);
lower_quadop_vector(ir, false);
- lower_noise(ir);
if (options->MaxIfDepth == 0) {
lower_discard(ir);
}