*reg = *v->emit_vs_system_value(SYSTEM_VALUE_INSTANCE_ID);
break;
+ case nir_intrinsic_load_invocation_id:
+ assert(v->stage == MESA_SHADER_GEOMETRY);
+ reg = &v->nir_system_values[SYSTEM_VALUE_INVOCATION_ID];
+ if (reg->file == BAD_FILE) {
+ const fs_builder abld = v->bld.annotate("gl_InvocationID", NULL);
+ fs_reg g1(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
+ fs_reg iid = abld.vgrf(BRW_REGISTER_TYPE_UD, 1);
+ abld.SHR(iid, g1, fs_reg(27u));
+ *reg = iid;
+ }
+ break;
+
case nir_intrinsic_load_sample_pos:
assert(v->stage == MESA_SHADER_FRAGMENT);
reg = &v->nir_system_values[SYSTEM_VALUE_SAMPLE_POS];
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_load_base_vertex:
case nir_intrinsic_load_instance_id:
+ case nir_intrinsic_load_invocation_id:
case nir_intrinsic_load_sample_mask_in:
case nir_intrinsic_load_sample_id: {
gl_system_value sv = nir_system_value_from_intrinsic(instr->intrinsic);