nr_attribute_slots++;
}
+ if (shader->info.system_values_read &
+ BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX))
+ prog_data->uses_basevertex = true;
+
+ if (shader->info.system_values_read &
+ BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE))
+ prog_data->uses_baseinstance = true;
+
+ if (shader->info.system_values_read &
+ BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE))
+ prog_data->uses_vertexid = true;
+
+ if (shader->info.system_values_read &
+ BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))
+ prog_data->uses_instanceid = true;
+
/* gl_DrawID has its very own vec4 */
if (shader->info.system_values_read &
BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID)) {
+ prog_data->uses_drawid = true;
nr_attribute_slots++;
}