link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
- link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
- num_shaders);
+
+ if (linked->Stage != MESA_SHADER_FRAGMENT)
+ link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
+ num_shaders);
+
link_bindless_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
populate_symbol_table(linked);