nir_foreach_instr(instr, block) {
if (instr->type == nir_instr_type_intrinsic) {
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
- if (intr->intrinsic == nir_intrinsic_load_var) {
+ if (intr->intrinsic == nir_intrinsic_load_deref) {
+ nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
+ nir_variable *var = nir_deref_instr_get_variable(deref);
+
+ if (var->data.mode == nir_var_shader_in &&
+ var->data.location == VARYING_SLOT_POS) {
+ /* gl_FragCoord should not have array/struct derefs: */
+ assert(deref->deref_type == nir_deref_type_var);
+ update_fragcoord(b, intr, for_sample_shading);
+ progress = true;
+ }
+ } else if (intr->intrinsic == nir_intrinsic_load_var) {
nir_deref_var *dvar = intr->variables[0];
nir_variable *var = dvar->var;
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
- nir_assert_lowered_derefs(shader, nir_lower_load_store_derefs);
-
nir_foreach_function(function, shader) {
if (function->impl) {
nir_builder_init(&b, function->impl);