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 <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit is contained in:
Kenneth Graunke 2015-03-06 01:24:30 -08:00
parent c6f2abe67e
commit 8dcc1f2c10
1 changed files with 2 additions and 1 deletions

View File

@ -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;