assert(shader->selector->info.stage == MESA_SHADER_VERTEX ||
(shader->previous_stage_sel && shader->previous_stage_sel->info.stage == MESA_SHADER_VERTEX));
- /* GFX6-9 LS (VertexID, RelAutoindex, InstanceID / StepRate0(==1), ...).
- * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0(==1), VSPrimID, ...)
- * GFX10 LS (VertexID, RelAutoindex, UserVGPR1, InstanceID).
- * GFX10 ES,VS (VertexID, UserVGPR0, UserVGPR1 or VSPrimID, UserVGPR2 or
- * InstanceID)
+ /* GFX6-9 LS (VertexID, RelAutoIndex, InstanceID / StepRate0, InstanceID)
+ * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0, VSPrimID, InstanceID)
+ * GFX10 LS (VertexID, RelAutoIndex, UserVGPR1, UserVGPR2 or InstanceID)
+ * GFX10 ES,VS (VertexID, UserVGPR1, UserVGPR2 or VSPrimID, UserVGPR3 or InstanceID)
*/
bool is_ls = shader->selector->info.stage == MESA_SHADER_TESS_CTRL || shader->key.as_ls;
+ unsigned max = 0;
- if (sscreen->info.chip_class >= GFX10 && shader->info.uses_instanceid)
- return 3;
- else if ((is_ls && shader->info.uses_instanceid) || legacy_vs_prim_id)
- return 2;
- else if (is_ls || shader->info.uses_instanceid)
- return 1;
- else
- return 0;
+ if (shader->info.uses_instanceid) {
+ if (sscreen->info.chip_class >= GFX10)
+ max = MAX2(max, 3);
+ else if (is_ls)
+ max = MAX2(max, 2); /* use (InstanceID / StepRate0) because StepRate0 == 1 */
+ else
+ max = MAX2(max, 1); /* use (InstanceID / StepRate0) because StepRate0 == 1 */
+ }
+
+ if (legacy_vs_prim_id)
+ max = MAX2(max, 2); /* VSPrimID */
+
+ if (is_ls)
+ max = MAX2(max, 1); /* RelAutoIndex */
+
+ return max;
}
static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)