From: Kenneth Graunke Date: Fri, 6 Mar 2015 09:24:30 +0000 (-0800) Subject: nir: Only do gl_FrontFacing workaround in glsl_to_nir for the FS. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=8dcc1f2c10b3dc6ded38e7a6c302f60061ba587c;p=mesa.git nir: Only do gl_FrontFacing workaround in glsl_to_nir for the FS. 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 Reviewed-by: Jason Ekstrand --- diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp index ddad207232e..047cb51e85d 100644 --- a/src/glsl/nir/glsl_to_nir.cpp +++ b/src/glsl/nir/glsl_to_nir.cpp @@ -251,7 +251,8 @@ nir_visitor::visit(ir_variable *ir) 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;