}
}
- if (state->all_invariant && (state->current_function == NULL)) {
- switch (state->stage) {
- case MESA_SHADER_VERTEX:
- if (var->data.mode == ir_var_shader_out)
- var->data.invariant = true;
- break;
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_TESS_EVAL:
- case MESA_SHADER_GEOMETRY:
- if ((var->data.mode == ir_var_shader_in)
- || (var->data.mode == ir_var_shader_out))
- var->data.invariant = true;
- break;
- case MESA_SHADER_FRAGMENT:
- if (var->data.mode == ir_var_shader_in)
- var->data.invariant = true;
- break;
- case MESA_SHADER_COMPUTE:
- /* Invariance isn't meaningful in compute shaders. */
- break;
- default:
- break;
- }
- }
+ if (state->all_invariant && var->data.mode == ir_var_shader_out)
+ var->data.invariant = true;
var->data.interpolation =
interpret_interpolation_qualifier(qual, var->type,