ac/shader: scan vertex inputs usage mask
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@ -133,6 +133,19 @@ gather_intrinsic_info(const nir_shader *nir, const nir_intrinsic_instr *instr,
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if (nir->info.stage == MESA_SHADER_FRAGMENT)
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if (nir->info.stage == MESA_SHADER_FRAGMENT)
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info->ps.writes_memory = true;
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info->ps.writes_memory = true;
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break;
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break;
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case nir_intrinsic_load_var:
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if (nir->info.stage == MESA_SHADER_VERTEX) {
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nir_deref_var *dvar = instr->variables[0];
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nir_variable *var = dvar->var;
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if (var->data.mode == nir_var_shader_in) {
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unsigned idx = var->data.location;
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uint8_t mask =
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nir_ssa_def_components_read(&instr->dest.ssa);
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info->vs.input_usage_mask[idx] |= mask;
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}
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}
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -24,6 +24,8 @@
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#ifndef AC_SHADER_INFO_H
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#ifndef AC_SHADER_INFO_H
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#define AC_SHADER_INFO_H
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#define AC_SHADER_INFO_H
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#include "compiler/shader_enums.h"
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struct nir_shader;
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struct nir_shader;
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struct ac_nir_compiler_options;
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struct ac_nir_compiler_options;
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@ -34,6 +36,7 @@ struct ac_shader_info {
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bool uses_invocation_id;
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bool uses_invocation_id;
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bool uses_prim_id;
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bool uses_prim_id;
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struct {
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struct {
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uint8_t input_usage_mask[VERT_ATTRIB_MAX];
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bool has_vertex_buffers; /* needs vertex buffers and base/start */
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bool has_vertex_buffers; /* needs vertex buffers and base/start */
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bool needs_draw_id;
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bool needs_draw_id;
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bool needs_instance_id;
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bool needs_instance_id;
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