Vertex shaders can have shader inputs where location happens to be
VARYING_SLOT_FACE.  Without predicating this on the shader stage,
we suddenly end up with load_front_face intrinsics in vertex shaders,
which is nonsensical.

Fixes spec/arb_vertex_buffer_object/pos-array when using NIR for VS.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
---
 src/glsl/nir/glsl_to_nir.cpp | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index ddad207..047cb51 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -251,7 +251,8 @@ nir_visitor::visit(ir_variable *ir)
       break;
 
    case ir_var_shader_in:
-      if (ir->data.location == VARYING_SLOT_FACE) {
+      if (stage == MESA_SHADER_FRAGMENT &&
+          ir->data.location == VARYING_SLOT_FACE) {
          /* For whatever reason, GLSL IR makes gl_FrontFacing an input */
          var->data.location = SYSTEM_VALUE_FRONT_FACE;
          var->data.mode = nir_var_system_value;
-- 
2.2.1

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