The value is copied from the gl_program. If we don’t do this then it
will get reset back to zero in brw_shader_gather_info. This isn’t a
problem for GLSL because in that case the nir_shader is initialised
with a copy of the shader_info from the gl_program.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
prog->Name);
nir_validate_shader(nir);
+ nir->info.separate_shader = linked_shader->Program->info.separate_shader;
+
/* We have to lower away local constant initializers right before we
* inline functions. That way they get properly initialized at the top
* of the function and not at the top of its caller.