static void
gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
- struct radv_shader_info *info)
+ struct radv_shader_info *info,
+ const struct radv_nir_compiler_options *options)
{
+ unsigned attrib_count = glsl_count_attribute_slots(var->type, true);
int idx = var->data.location;
if (idx >= VERT_ATTRIB_GENERIC0 && idx <= VERT_ATTRIB_GENERIC15)
info->vs.has_vertex_buffers = true;
+
+ for (unsigned i = 0; i < attrib_count; ++i) {
+ unsigned attrib_index = var->data.location + i - VERT_ATTRIB_GENERIC0;
+
+ if (options->key.vs.instance_rate_inputs & (1u << attrib_index))
+ info->vs.needs_instance_id = true;
+ }
}
static void
static void
gather_info_input_decl(const nir_shader *nir, const nir_variable *var,
- struct radv_shader_info *info)
+ struct radv_shader_info *info,
+ const struct radv_nir_compiler_options *options)
{
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
- gather_info_input_decl_vs(nir, var, info);
+ gather_info_input_decl_vs(nir, var, info, options);
break;
case MESA_SHADER_FRAGMENT:
gather_info_input_decl_ps(nir, var, info);
}
nir_foreach_variable(variable, &nir->inputs)
- gather_info_input_decl(nir, variable, info);
+ gather_info_input_decl(nir, variable, info, options);
nir_foreach_block(block, func->impl) {
gather_info_block(nir, block, info);