}
}
+static void
+gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
+ struct ac_shader_info *info)
+{
+ int idx = var->data.location;
+
+ if (idx >= VERT_ATTRIB_GENERIC0 && idx <= VERT_ATTRIB_GENERIC15)
+ info->vs.has_vertex_buffers = true;
+}
+
static void
gather_info_input_decl_ps(const nir_shader *nir, const nir_variable *var,
struct ac_shader_info *info)
{
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
- info->vs.has_vertex_buffers = true;
+ gather_info_input_decl_vs(nir, var, info);
break;
case MESA_SHADER_FRAGMENT:
gather_info_input_decl_ps(nir, var, info);