info->vs.needs_instance_id = true;
break;
case nir_intrinsic_load_num_work_groups:
- info->cs.grid_components_used = instr->num_components;
+ info->cs.uses_grid_size = true;
+ break;
+ case nir_intrinsic_load_local_invocation_id:
+ case nir_intrinsic_load_work_group_id: {
+ unsigned mask = nir_ssa_def_components_read(&instr->dest.ssa);
+ while (mask) {
+ unsigned i = u_bit_scan(&mask);
+
+ if (instr->intrinsic == nir_intrinsic_load_work_group_id)
+ info->cs.uses_block_id[i] = true;
+ else
+ info->cs.uses_thread_id[i] = true;
+ }
+ break;
+ }
+ case nir_intrinsic_load_local_invocation_index:
+ info->cs.uses_local_invocation_idx = true;
break;
case nir_intrinsic_load_sample_id:
info->ps.force_persample = true;
nir_variable *var,
struct ac_shader_info *info)
{
- switch (nir->stage) {
+ switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
info->vs.has_vertex_buffers = true;
break;