}
consts->AllowDrawOutOfOrder = options->allow_draw_out_of_order;
+
+ bool prefer_nir = PIPE_SHADER_IR_NIR ==
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_PREFERRED_IR);
+ if (prefer_nir &&
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_INTEGERS) &&
+ extensions->ARB_stencil_texturing)
+ extensions->NV_copy_depth_to_color = TRUE;
}