On Tue, 26 Nov 2019 at 05:19, Marek Olšák <mar...@gmail.com> wrote:
>
> The way shader variants work in st/mesa is that NIR is generated, finalized, 
> and stored in the cache. This helps the most common case when there is only 
> one variant. If shader variants make changes to NIR, like adding samplers, 
> uniforms, and inputs, it needs to be finalized again, which means many passes 
> have to be run again.
>

So this is what's happening, we are calling the gl_nir lowering pass
twice, once for the main shader, once for the variant, the call for
the variant messes up.

Dave.
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