SpvId front_face_var, instance_id_var, vertex_id_var,
primitive_id_var, invocation_id_var, // geometry
- sample_mask_type, sample_id_var, sample_pos_var,
+ sample_mask_type, sample_id_var, sample_pos_var, sample_mask_in_var,
tess_patch_vertices_in, tess_coord_var, // tess
push_const_var;
};
emit_load_vec_input(ctx, intr, &ctx->sample_pos_var, "gl_SamplePosition", SpvBuiltInSamplePosition, nir_type_float);
break;
+ case nir_intrinsic_load_sample_mask_in:
+ emit_load_uint_input(ctx, intr, &ctx->sample_mask_in_var, "gl_SampleMaskIn", SpvBuiltInSampleMask);
+ break;
+
case nir_intrinsic_emit_vertex_with_counter:
/* geometry shader emits copied xfb outputs just prior to EmitVertex(),
* since that's the end of the shader