static void gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader) { switch (instr->intrinsic) { case nir_intrinsic_discard: case nir_intrinsic_discard_if: assert(shader->stage == MESA_SHADER_FRAGMENT); shader->info.fs.uses_discard = true; break; case nir_intrinsic_load_front_face: case nir_intrinsic_load_vertex_id: case nir_intrinsic_load_vertex_id_zero_base: case nir_intrinsic_load_base_vertex: case nir_intrinsic_load_instance_id: case nir_intrinsic_load_sample_id: case nir_intrinsic_load_sample_pos: case nir_intrinsic_load_sample_mask_in: case nir_intrinsic_load_primitive_id: case nir_intrinsic_load_invocation_id: case nir_intrinsic_load_local_invocation_id: case nir_intrinsic_load_work_group_id: case nir_intrinsic_load_num_work_groups: shader->info.system_values_read |= (1 << nir_system_value_from_intrinsic(instr->intrinsic)); break; case nir_intrinsic_end_primitive: case nir_intrinsic_end_primitive_with_counter: assert(shader->stage == MESA_SHADER_GEOMETRY); shader->info.gs.uses_end_primitive = 1; break; default: break; } }
static void gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader, void *dead_ctx) { switch (instr->intrinsic) { case nir_intrinsic_discard: case nir_intrinsic_discard_if: assert(shader->info.stage == MESA_SHADER_FRAGMENT); shader->info.fs.uses_discard = true; break; case nir_intrinsic_interp_deref_at_centroid: case nir_intrinsic_interp_deref_at_sample: case nir_intrinsic_interp_deref_at_offset: case nir_intrinsic_load_deref: case nir_intrinsic_store_deref:{ nir_deref_instr *deref = nir_src_as_deref(instr->src[0]); nir_variable *var = nir_deref_instr_get_variable(deref); if (var->data.mode == nir_var_shader_in || var->data.mode == nir_var_shader_out) { bool is_output_read = false; if (var->data.mode == nir_var_shader_out && instr->intrinsic == nir_intrinsic_load_deref) is_output_read = true; if (!try_mask_partial_io(shader, var, deref, is_output_read)) mark_whole_variable(shader, var, is_output_read); /* We need to track which input_reads bits correspond to a * dvec3/dvec4 input attribute */ if (shader->info.stage == MESA_SHADER_VERTEX && var->data.mode == nir_var_shader_in && glsl_type_is_dual_slot(glsl_without_array(var->type))) { for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, false); i++) { int idx = var->data.location + i; shader->info.vs.double_inputs |= BITFIELD64_BIT(idx); } } } break; } case nir_intrinsic_load_draw_id: case nir_intrinsic_load_frag_coord: case nir_intrinsic_load_front_face: case nir_intrinsic_load_vertex_id: case nir_intrinsic_load_vertex_id_zero_base: case nir_intrinsic_load_base_vertex: case nir_intrinsic_load_first_vertex: case nir_intrinsic_load_is_indexed_draw: case nir_intrinsic_load_base_instance: case nir_intrinsic_load_instance_id: case nir_intrinsic_load_sample_id: case nir_intrinsic_load_sample_pos: case nir_intrinsic_load_sample_mask_in: case nir_intrinsic_load_primitive_id: case nir_intrinsic_load_invocation_id: case nir_intrinsic_load_local_invocation_id: case nir_intrinsic_load_local_invocation_index: case nir_intrinsic_load_work_group_id: case nir_intrinsic_load_num_work_groups: case nir_intrinsic_load_tess_coord: case nir_intrinsic_load_tess_level_outer: case nir_intrinsic_load_tess_level_inner: case nir_intrinsic_load_patch_vertices_in: shader->info.system_values_read |= (1ull << nir_system_value_from_intrinsic(instr->intrinsic)); break; case nir_intrinsic_end_primitive: case nir_intrinsic_end_primitive_with_counter: assert(shader->info.stage == MESA_SHADER_GEOMETRY); shader->info.gs.uses_end_primitive = 1; /* fall through */ case nir_intrinsic_emit_vertex: if (nir_intrinsic_stream_id(instr) > 0) shader->info.gs.uses_streams = true; break; default: break; } }