+ 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;
+