if (nir->info.stage == MESA_SHADER_VERTEX) {
NIR_PASS_V(nir, nir_lower_point_size, 1.0, 0.0);
- } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- /* Lower to maximum colour buffers, the excess stores will get cleaned up
- * by tilebuffer lowering so they won't become real shader code. However,
- * that depends on the shader key which we don't have at this point.
- */
- NIR_PASS_V(nir, nir_lower_fragcolor, 8);
}
/* Lower large arrays to scratch and small arrays to csel */
*/
NIR_PASS_V(nir, agx_nir_lower_bindings, &so->internal_bindless);
+ if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ /* Lower to maximum colour buffers, the excess stores will get cleaned up
+ * by tilebuffer lowering so they won't become real shader code. However,
+ * that depends on the shader key which we don't have at this point.
+ */
+ NIR_PASS_V(nir, nir_lower_fragcolor, 8);
+ }
+
bool allow_mediump = !(dev->debug & AGX_DBG_NO16);
agx_preprocess_nir(nir, true, allow_mediump, &so->info);