sort_varyings(&nir->outputs);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
+ VARYING_SLOT_VAR0,
st_glsl_type_size);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->stage == MESA_SHADER_FRAGMENT) {
sort_varyings(&nir->inputs);
nir_assign_var_locations(&nir->inputs,
&nir->num_inputs,
+ VARYING_SLOT_VAR0,
st_glsl_type_size);
st_nir_fixup_varying_slots(st, &nir->inputs);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
+ FRAG_RESULT_DATA0,
st_glsl_type_size);
} else {
unreachable("invalid shader type for tgsi bypass\n");