+
+ /* Make sure to export the LayerID if the fragment shader needs it. */
+ if (key->vs_common_out.export_layer_id) {
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ info->vs.output_usage_mask[VARYING_SLOT_LAYER] |= 0x1;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.output_usage_mask[VARYING_SLOT_LAYER] |= 0x1;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->gs.output_usage_mask[VARYING_SLOT_LAYER] |= 0x1;
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Make sure to export the LayerID if the subpass has multiviews. */
+ if (key->has_multiview_view_index) {
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ info->vs.outinfo.writes_layer = true;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.outinfo.writes_layer = true;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->vs.outinfo.writes_layer = true;
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Make sure to export the PrimitiveID if the fragment shader needs it. */
+ if (key->vs_common_out.export_prim_id) {
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ info->vs.outinfo.export_prim_id = true;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.outinfo.export_prim_id = true;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->vs.outinfo.export_prim_id = true;
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Make sure to export the ViewportIndex if the fragment shader needs it. */
+ if (key->vs_common_out.export_viewport_index) {
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ info->vs.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->gs.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (nir->info.stage == MESA_SHADER_FRAGMENT)
+ info->ps.num_interp = nir->num_inputs;
+
+ switch (nir->info.stage) {
+ case MESA_SHADER_COMPUTE:
+ for (int i = 0; i < 3; ++i)
+ info->cs.block_size[i] = nir->info.cs.local_size[i];
+ break;
+ case MESA_SHADER_FRAGMENT:
+ info->ps.can_discard = nir->info.fs.uses_discard;
+ info->ps.early_fragment_test = nir->info.fs.early_fragment_tests;
+ info->ps.post_depth_coverage = nir->info.fs.post_depth_coverage;
+ info->ps.depth_layout = nir->info.fs.depth_layout;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->gs.vertices_in = nir->info.gs.vertices_in;
+ info->gs.vertices_out = nir->info.gs.vertices_out;
+ info->gs.output_prim = nir->info.gs.output_primitive;
+ info->gs.invocations = nir->info.gs.invocations;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.primitive_mode = nir->info.tess.primitive_mode;
+ info->tes.spacing = nir->info.tess.spacing;
+ info->tes.ccw = nir->info.tess.ccw;
+ info->tes.point_mode = nir->info.tess.point_mode;
+ info->tes.as_es = key->vs_common_out.as_es;
+ info->tes.export_prim_id = key->vs_common_out.export_prim_id;
+ info->is_ngg = key->vs_common_out.as_ngg;
+ info->is_ngg_passthrough = key->vs_common_out.as_ngg_passthrough;
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ info->tcs.tcs_vertices_out = nir->info.tess.tcs_vertices_out;
+ break;
+ case MESA_SHADER_VERTEX:
+ info->vs.as_es = key->vs_common_out.as_es;
+ info->vs.as_ls = key->vs_common_out.as_ls;
+ info->vs.export_prim_id = key->vs_common_out.export_prim_id;
+ info->is_ngg = key->vs_common_out.as_ngg;
+ info->is_ngg_passthrough = key->vs_common_out.as_ngg_passthrough;
+ break;
+ default:
+ break;
+ }
+
+ if (nir->info.stage == MESA_SHADER_GEOMETRY) {
+ unsigned add_clip = nir->info.clip_distance_array_size +
+ nir->info.cull_distance_array_size > 4;
+ info->gs.gsvs_vertex_size =
+ (util_bitcount64(nir->info.outputs_written) + add_clip) * 16;
+ info->gs.max_gsvs_emit_size =
+ info->gs.gsvs_vertex_size * nir->info.gs.vertices_out;
+ }
+
+ /* Compute the ESGS item size for VS or TES as ES. */
+ if ((nir->info.stage == MESA_SHADER_VERTEX ||
+ nir->info.stage == MESA_SHADER_TESS_EVAL) &&
+ key->vs_common_out.as_es) {
+ struct radv_es_output_info *es_info =
+ nir->info.stage == MESA_SHADER_VERTEX ? &info->vs.es_info : &info->tes.es_info;
+
+ if (use_llvm) {
+ /* The outputs may contain gaps, use the highest output index + 1 */
+ uint32_t max_output_written = 0;
+ uint64_t output_mask = nir->info.outputs_written;
+
+ while (output_mask) {
+ const int i = u_bit_scan64(&output_mask);
+ unsigned param_index = shader_io_get_unique_index(i);
+
+ max_output_written = MAX2(param_index, max_output_written);
+ }
+ es_info->esgs_itemsize = (max_output_written + 1) * 16;
+ } else {
+ /* The outputs don't contain gaps, se we can use the number of outputs */
+ uint32_t num_outputs_written = nir->info.stage == MESA_SHADER_VERTEX
+ ? info->vs.num_linked_outputs
+ : info->tes.num_linked_outputs;
+ es_info->esgs_itemsize = num_outputs_written * 16;
+ }
+ }
+
+ info->float_controls_mode = nir->info.float_controls_execution_mode;
+
+ if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ /* If the i-th output is used, all previous outputs must be
+ * non-zero to match the target format.
+ * TODO: compact MRT to avoid holes and to remove this
+ * workaround.
+ */
+ unsigned num_targets = (util_last_bit(info->ps.cb_shader_mask) + 3) / 4;
+ for (unsigned i = 0; i < num_targets; i++) {
+ if (!(info->ps.cb_shader_mask & (0xf << (i * 4)))) {
+ info->ps.cb_shader_mask |= 0xf << (i * 4);
+ }
+ }
+
+ if (key->fs.is_dual_src) {
+ info->ps.cb_shader_mask |= (info->ps.cb_shader_mask & 0xf) << 4;
+ }
+ }