ac/shader: scan vertex inputs usage mask

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset 2018-02-01 11:32:32 +01:00
parent f474b19875
commit 1c57a6da5e
2 changed files with 16 additions and 0 deletions

View File

@ -133,6 +133,19 @@ gather_intrinsic_info(const nir_shader *nir, const nir_intrinsic_instr *instr,
if (nir->info.stage == MESA_SHADER_FRAGMENT)
info->ps.writes_memory = true;
break;
case nir_intrinsic_load_var:
if (nir->info.stage == MESA_SHADER_VERTEX) {
nir_deref_var *dvar = instr->variables[0];
nir_variable *var = dvar->var;
if (var->data.mode == nir_var_shader_in) {
unsigned idx = var->data.location;
uint8_t mask =
nir_ssa_def_components_read(&instr->dest.ssa);
info->vs.input_usage_mask[idx] |= mask;
}
}
break;
default:
break;
}

View File

@ -24,6 +24,8 @@
#ifndef AC_SHADER_INFO_H
#define AC_SHADER_INFO_H
#include "compiler/shader_enums.h"
struct nir_shader;
struct ac_nir_compiler_options;
@ -34,6 +36,7 @@ struct ac_shader_info {
bool uses_invocation_id;
bool uses_prim_id;
struct {
uint8_t input_usage_mask[VERT_ATTRIB_MAX];
bool has_vertex_buffers; /* needs vertex buffers and base/start */
bool needs_draw_id;
bool needs_instance_id;