This makes no sense.  If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.

If we're not considering the vertex shader, then we absolutely should
not do anything with it.

Signed-off-by: Kenneth Graunke <[email protected]>
---
 src/compiler/glsl/linker.cpp | 4 ----
 1 file changed, 4 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 980be46..29c63ee 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3541,10 +3541,6 @@ add_interface_variables(struct gl_shader_program *shProg,
              var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
              var->data.location != SYSTEM_VALUE_INSTANCE_ID)
             continue;
-         /* Mark special built-in inputs referenced by the vertex stage so
-          * that they are considered active by the shader queries.
-          */
-         stages = (1 << (MESA_SHADER_VERTEX));
          /* FALLTHROUGH */
       case ir_var_shader_in:
          if (programInterface != GL_PROGRAM_INPUT)
-- 
2.7.4

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