From: Dave Airlie <airl...@redhat.com>

This hack for fixing gl_FragDepth apparantly caused a GLSL shader
outputting a single double to try and output a dvec4, but we hadn't
assigned outputs for the secondary bit.

This avoids going into the hack code for scalar doubles.

Signed-off-by: Dave Airlie <airl...@redhat.com>
---
 src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 1 +
 1 file changed, 1 insertion(+)

diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp 
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index e3f79ed..51ee98a 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -2727,6 +2727,7 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir)
       assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector());
       l.writemask = WRITEMASK_XYZW;
    } else if (ir->lhs->type->is_scalar() &&
+              !ir->lhs->type->is_double() &&
               ir->lhs->variable_referenced()->data.mode == ir_var_shader_out) {
       /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the
        * FINISHME: W component of fragment shader output zero, work correctly.
-- 
1.9.3

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