} else if (shaders[i]->info.stage == MESA_SHADER_VERTEX) {
ctx.abi.load_base_vertex = radv_load_base_vertex;
} else if (shaders[i]->info.stage == MESA_SHADER_FRAGMENT) {
- shader_info->fs.can_discard = shaders[i]->info.fs.uses_discard;
ctx.abi.load_sample_position = load_sample_position;
ctx.abi.load_sample_mask_in = load_sample_mask_in;
ctx.abi.emit_kill = radv_emit_kill;
shader_info->cs.block_size[i] = nir->info.cs.local_size[i];
break;
case MESA_SHADER_FRAGMENT:
+ shader_info->fs.can_discard = nir->info.fs.uses_discard;
shader_info->fs.early_fragment_test = nir->info.fs.early_fragment_tests;
shader_info->fs.post_depth_coverage = nir->info.fs.post_depth_coverage;
break;