nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
- vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
- fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
+ vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
+ unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
+ : "meta_clear_depthstencil_vs");
+ fs_b.shader->info.name = ralloc_strdup(fs_b.shader,
+ unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
+ : "meta_clear_depthstencil_fs");
const struct glsl_type *position_out_type = glsl_vec4_type();
nir_variable *vs_out_pos =