gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
void *dead_ctx)
{
+ unsigned slot_mask = 0;
+
+ if (nir_intrinsic_infos[instr->intrinsic].index_map[NIR_INTRINSIC_IO_SEMANTICS] > 0) {
+ nir_io_semantics semantics = nir_intrinsic_io_semantics(instr);
+
+ slot_mask = BITFIELD64_RANGE(semantics.location, semantics.num_slots);
+ }
+
switch (instr->intrinsic) {
case nir_intrinsic_demote:
case nir_intrinsic_demote_if:
break;
}
+ case nir_intrinsic_load_input:
+ if (shader->info.stage == MESA_SHADER_TESS_EVAL)
+ shader->info.patch_inputs_read |= slot_mask;
+ else
+ shader->info.inputs_read |= slot_mask;
+ break;
+
+ case nir_intrinsic_load_per_vertex_input:
+ case nir_intrinsic_load_input_vertex:
+ case nir_intrinsic_load_interpolated_input:
+ shader->info.inputs_read |= slot_mask;
+ break;
+
+ case nir_intrinsic_load_output:
+ if (shader->info.stage == MESA_SHADER_TESS_CTRL)
+ shader->info.patch_outputs_read |= slot_mask;
+ else
+ shader->info.outputs_read |= slot_mask;
+ break;
+
+ case nir_intrinsic_load_per_vertex_output:
+ shader->info.outputs_read |= slot_mask;
+ break;
+
+ case nir_intrinsic_store_output:
+ if (shader->info.stage == MESA_SHADER_TESS_CTRL)
+ shader->info.patch_outputs_written |= slot_mask;
+ else
+ shader->info.outputs_written |= slot_mask;
+ break;
+
+ case nir_intrinsic_store_per_vertex_output:
+ shader->info.outputs_written |= slot_mask;
+ break;
+
case nir_intrinsic_load_draw_id:
case nir_intrinsic_load_frag_coord:
case nir_intrinsic_load_point_coord:
+ case nir_intrinsic_load_line_coord:
case nir_intrinsic_load_front_face:
case nir_intrinsic_load_vertex_id:
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_emit_vertex:
case nir_intrinsic_emit_vertex_with_counter:
- if (nir_intrinsic_stream_id(instr) > 0)
- shader->info.gs.uses_streams = true;
+ shader->info.gs.active_stream_mask |= 1 << nir_intrinsic_stream_id(instr);
break;
shader->info.image_buffers = 0;
shader->info.msaa_images = 0;
- nir_foreach_variable(var, &shader->uniforms) {
+ nir_foreach_uniform_variable(var, shader) {
/* Bindless textures and images don't use non-bindless slots.
* Interface blocks imply inputs, outputs, UBO, or SSBO, which can only
* mean bindless.