st/mesa: finalize NIR after shader variant passes for TCS/TES/GS/CS
Same as VS and FS. This might fix vertex color clamping. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -1449,8 +1449,6 @@ st_translate_common_program(struct st_context *st,
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/* We have already compiled to NIR so just return */
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if (stcp->shader_program) {
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/* No variants */
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st_finalize_nir(st, &stcp->Base, stcp->shader_program,
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stcp->tgsi.ir.nir);
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if (stcp->Base.info.stage == MESA_SHADER_TESS_EVAL ||
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stcp->Base.info.stage == MESA_SHADER_GEOMETRY)
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st_translate_stream_output_info(&stcp->Base);
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@ -1678,6 +1676,9 @@ st_get_basic_variant(struct st_context *st,
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NIR_PASS_V(tgsi.ir.nir, nir_lower_clamp_color_outputs);
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tgsi.stream_output = prog->tgsi.stream_output;
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st_finalize_nir(st, &prog->Base, prog->shader_program,
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tgsi.ir.nir);
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} else {
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if (key->lower_depth_clamp) {
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struct gl_program_parameter_list *params = prog->Base.Parameters;
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