outputs[noutput].slot_name = i;
outputs[noutput].slot_index = i == VARYING_SLOT_CLIP_DIST1;
- if (ctx->stage == MESA_SHADER_VERTEX &&
- !ctx->is_gs_copy_shader) {
- outputs[noutput].usage_mask =
- ctx->shader_info->info.vs.output_usage_mask[i];
- } else if (ctx->stage == MESA_SHADER_TESS_EVAL) {
- outputs[noutput].usage_mask =
- ctx->shader_info->info.tes.output_usage_mask[i];
- } else {
- assert(ctx->is_gs_copy_shader || ctx->options->key.vs_common_out.as_ngg);
- outputs[noutput].usage_mask =
- ctx->shader_info->info.gs.output_usage_mask[i];
- }
+ outputs[noutput].usage_mask = ctx->shader_info->info.gs.output_usage_mask[i];
for (unsigned j = 0; j < 4; j++, out_idx++) {
gep_idx[2] = LLVMConstInt(ctx->ac.i32, out_idx, false);