diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 93671ba9cc0..08957dc2e1d 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -2611,6 +2611,7 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir) assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector()); l.writemask = WRITEMASK_XYZW; } else if (ir->lhs->type->is_scalar() && + !ir->lhs->type->is_double() && ir->lhs->variable_referenced()->data.mode == ir_var_shader_out) { /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the * FINISHME: W component of fragment shader output zero, work correctly.