break;
case ir_var_shader_in:
- if (shader->info.stage == MESA_SHADER_FRAGMENT &&
- ir->data.location == VARYING_SLOT_FACE) {
- /* For whatever reason, GLSL IR makes gl_FrontFacing an input */
- var->data.location = SYSTEM_VALUE_FRONT_FACE;
- var->data.mode = nir_var_system_value;
- } else if (shader->info.stage == MESA_SHADER_GEOMETRY &&
- ir->data.location == VARYING_SLOT_PRIMITIVE_ID) {
+ if (shader->info.stage == MESA_SHADER_GEOMETRY &&
+ ir->data.location == VARYING_SLOT_PRIMITIVE_ID) {
/* For whatever reason, GLSL IR makes gl_PrimitiveIDIn an input */
var->data.location = SYSTEM_VALUE_PRIMITIVE_ID;
var->data.mode = nir_var_system_value;
case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
+ case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
return 1;
case PIPE_CAP_PACKED_UNIFORMS:
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
+ case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
return 1;
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.GLSLFragCoordIsSysVal = true;
+ ctx->Const.GLSLFrontFacingIsSysVal = true;
ctx->Const.GLSLTessLevelsAsInputs = true;
ctx->Const.PrimitiveRestartForPatches = true;