}
/* TODO: use a separate mem ctx here for ralloc */
- switch (zs->nir->info.stage) {
- case MESA_SHADER_VERTEX: {
- if (!screen->optimal_keys) {
+
+ if (!screen->optimal_keys) {
+ switch (zs->nir->info.stage) {
+ case MESA_SHADER_VERTEX: {
uint32_t decomposed_attrs = 0, decomposed_attrs_without_w = 0;
const struct zink_vs_key *vs_key = zink_vs_key(key);
switch (vs_key->size) {
}
if (decomposed_attrs || decomposed_attrs_without_w)
NIR_PASS_V(nir, decompose_attribs, decomposed_attrs, decomposed_attrs_without_w);
+ break;
+ }
+
+ default:
+ break;
}
- FALLTHROUGH;
}
+
+ switch (zs->nir->info.stage) {
+ case MESA_SHADER_VERTEX:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
if (zink_vs_key_base(key)->last_vertex_stage) {