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On Valhall, the fragment shader differs based on whether IDVS or the legacy geometry flow is used be. In particular, varyings are accessed differently. We use the legacy geometry flow for blitting on all GPUs, so indicate this in the shader inputs. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16035>