Vertex shaders can have shader inputs where location happens to be
VARYING_SLOT_FACE. Without predicating this on the shader stage,
we suddenly end up with load_front_face intrinsics in vertex shaders,
which is nonsensical.
Fixes spec/arb_vertex_buffer_object/pos-array when using NIR for VS.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
break;
case ir_var_shader_in:
- if (ir->data.location == VARYING_SLOT_FACE) {
+ if (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;