ac/shader: be a little smarter when scanning vertex buffers
Although meta shaders don't use any vertex buffers, there is no behaviour change but I think it's better to do this. Though, this saves two user SGPRs for push constants inlining or something else. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@ -179,6 +179,16 @@ gather_info_block(const nir_shader *nir, const nir_block *block,
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}
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}
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static void
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gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
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struct ac_shader_info *info)
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{
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int idx = var->data.location;
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if (idx >= VERT_ATTRIB_GENERIC0 && idx <= VERT_ATTRIB_GENERIC15)
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info->vs.has_vertex_buffers = true;
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}
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static void
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gather_info_input_decl_ps(const nir_shader *nir, const nir_variable *var,
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struct ac_shader_info *info)
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@ -197,7 +207,7 @@ gather_info_input_decl(const nir_shader *nir, const nir_variable *var,
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{
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switch (nir->info.stage) {
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case MESA_SHADER_VERTEX:
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info->vs.has_vertex_buffers = true;
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gather_info_input_decl_vs(nir, var, info);
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break;
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case MESA_SHADER_FRAGMENT:
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gather_info_input_decl_ps(nir, var, info);
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