shader_info->tes.ccw = nir->info.tess.ccw;
shader_info->tes.point_mode = nir->info.tess.point_mode;
shader_info->tes.as_es = options->key.tes.as_es;
+ shader_info->tes.export_prim_id = options->key.tes.export_prim_id;
break;
case MESA_SHADER_TESS_CTRL:
shader_info->tcs.tcs_vertices_out = nir->info.tess.tcs_vertices_out;
case MESA_SHADER_VERTEX:
shader_info->vs.as_es = options->key.vs.as_es;
shader_info->vs.as_ls = options->key.vs.as_ls;
+ shader_info->vs.export_prim_id = options->key.vs.export_prim_id;
break;
default:
break;
assert(device->physical_device->rad_info.chip_class <= GFX8);
vgpr_comp_cnt = info->uses_prim_id ? 3 : 2;
} else {
- bool enable_prim_id = options->key.tes.export_prim_id || info->uses_prim_id;
+ bool enable_prim_id = variant->info.tes.export_prim_id || info->uses_prim_id;
vgpr_comp_cnt = enable_prim_id ? 3 : 2;
}
variant->config.rsrc2 |= S_00B12C_OC_LDS_EN(1);
* If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
- if (options->key.vs.export_prim_id) {
+ if (variant->info.vs.export_prim_id) {
vgpr_comp_cnt = 2;
} else if (info->vs.needs_instance_id) {
vgpr_comp_cnt = 1;