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 <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8832>
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@@ -3370,7 +3370,7 @@ nir_to_spirv(struct nir_shader *s, const struct zink_so_info *so_info,
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ctx.shader_slot_map = shader_slot_map;
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ctx.shader_slots_reserved = *shader_slots_reserved;
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ctx.GLSL_std_450 = spirv_builder_import(&ctx.builder, "GLSL.std.450");
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spirv_builder_emit_source(&ctx.builder, SpvSourceLanguageGLSL, 450);
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spirv_builder_emit_source(&ctx.builder, SpvSourceLanguageUnknown, 0);
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if (s->info.stage == MESA_SHADER_TESS_CTRL || s->info.num_images) {
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/* this is required for correct barrier and io semantics */
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