{
Builder bld(ctx->program, ctx->block);
Temp dst = get_ssa_temp(ctx, &instr->dest.ssa);
- if (ctx->stage & sw_vs) {
+ if (ctx->shader->info.stage == MESA_SHADER_VERTEX) {
nir_instr *off_instr = instr->src[0].ssa->parent_instr;
if (off_instr->type != nir_instr_type_load_const) {
if (num_temp == dst.size())
ctx->allocated_vec.emplace(dst.id(), elems);
}
- } else if (ctx->stage == fragment_fs) {
+ } else if (ctx->shader->info.stage == MESA_SHADER_FRAGMENT) {
unsigned offset_idx = instr->intrinsic == nir_intrinsic_load_input ? 0 : 1;
nir_instr *off_instr = instr->src[offset_idx].ssa->parent_instr;
if (off_instr->type != nir_instr_type_load_const ||