+ struct ac_shader_info *info = &variant->info.info;
+ unsigned gs_vgpr_comp_cnt;
+
+ /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
+ * VGPR[0:4] are always loaded.
+ */
+ if (info->uses_invocation_id)
+ gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
+ else if (info->uses_prim_id)
+ gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+ else
+ gs_vgpr_comp_cnt = 1; /* TODO: use input_prim */
+