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>
This commit is contained in:
Erik Faye-Lund
2021-02-02 12:43:35 +01:00
committed by Marge Bot
parent 84fd3b7709
commit 701ade314f
@@ -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 */