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);