tu: Force gl_Layer to 0 when necessary
In particular this will help us implement input attachments correctly with layered rendering. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5732>
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@ -1977,6 +1977,10 @@ tu_pipeline_builder_compile_shaders(struct tu_pipeline_builder *builder,
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builder->shaders[stage] = shader;
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}
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struct tu_shader *gs = builder->shaders[MESA_SHADER_GEOMETRY];
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key.layer_zero =
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!gs || !(gs->ir3_shader->nir->info.outputs_written & VARYING_SLOT_LAYER);
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pipeline->tess.patch_type = key.tessellation;
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for (gl_shader_stage stage = MESA_SHADER_VERTEX;
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