Otherwise any GS that requires lowering (e.g. one that uses
gl_ClipDistance as an input or output) will fail to work.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
driQueryOptionb(&brw->optionCache, "disable_glsl_line_continuations");
/* We want the GLSL compiler to emit code that uses condition codes */
- for (int i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (int i = 0; i < MESA_SHADER_TYPES; i++) {
ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
ctx->ShaderCompilerOptions[i].EmitNoNoise = true;