unsigned es_type = shader->key.part.gs.es->type;
unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
- if (es_type == PIPE_SHADER_VERTEX)
- /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
- es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
- else if (es_type == PIPE_SHADER_TESS_EVAL)
+ if (es_type == PIPE_SHADER_VERTEX) {
+ /* GFX10: (VertexID, UserVGPR0, UserVGPR1, UserVGPR2 or InstanceID)
+ * GFX9: (VertexID, InstanceID / StepRate0, ...)
+ */
+ if (sscreen->info.chip_class >= GFX10)
+ es_vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : 0;
+ else
+ es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
+ } else if (es_type == PIPE_SHADER_TESS_EVAL)
es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
else
unreachable("invalid shader selector type");