From 701ade314fcd3e8f18e1ce84aedc98facc3a124a Mon Sep 17 00:00:00 2001 From: Erik Faye-Lund Date: Tue, 2 Feb 2021 12:43:35 +0100 Subject: [PATCH] zink: do not insist shaders come from glsl We don't know what shading-language our shaders come from. This information is lost before we get here. So let's not declare that these come from GLSL shaders, even though that's likely to be the case. Reviewed-By: Mike Blumenkrantz Part-of: --- src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c b/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c index 97f91888ca6..cf8ef722e71 100644 --- a/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c +++ b/src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c @@ -3370,7 +3370,7 @@ nir_to_spirv(struct nir_shader *s, const struct zink_so_info *so_info, ctx.shader_slot_map = shader_slot_map; ctx.shader_slots_reserved = *shader_slots_reserved; ctx.GLSL_std_450 = spirv_builder_import(&ctx.builder, "GLSL.std.450"); - spirv_builder_emit_source(&ctx.builder, SpvSourceLanguageGLSL, 450); + spirv_builder_emit_source(&ctx.builder, SpvSourceLanguageUnknown, 0); if (s->info.stage == MESA_SHADER_TESS_CTRL || s->info.num_images) { /* this is required for correct barrier and io semantics */