}
}
+static void
+gather_info_output_decl_ps(const nir_shader *nir, const nir_variable *var,
+ struct ac_shader_info *info)
+{
+ int idx = var->data.location;
+
+ switch (idx) {
+ case FRAG_RESULT_DEPTH:
+ info->ps.writes_z = true;
+ break;
+ case FRAG_RESULT_STENCIL:
+ info->ps.writes_stencil = true;
+ break;
+ case FRAG_RESULT_SAMPLE_MASK:
+ info->ps.writes_sample_mask = true;
+ break;
+ default:
+ break;
+ }
+}
+
+static void
+gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
+ struct ac_shader_info *info)
+{
+ switch (nir->info.stage) {
+ case MESA_SHADER_FRAGMENT:
+ gather_info_output_decl_ps(nir, var, info);
+ break;
+ default:
+ break;
+ }
+}
+
void
ac_nir_shader_info_pass(const struct nir_shader *nir,
const struct ac_nir_compiler_options *options,
nir_foreach_block(block, func->impl) {
gather_info_block(nir, block, info);
}
+
+ nir_foreach_variable(variable, &nir->outputs)
+ gather_info_output_decl(nir, variable, info);
}