spirv/nir: wire ray interection triangle position fetch
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <f{merge_request.web_url}>
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@@ -2486,6 +2486,8 @@ nir_intrinsic_from_system_value(gl_system_value val)
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return nir_intrinsic_load_ray_instance_custom_index;
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case SYSTEM_VALUE_CULL_MASK:
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return nir_intrinsic_load_cull_mask;
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case SYSTEM_VALUE_RAY_TRIANGLE_VERTEX_POSITIONS:
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return nir_intrinsic_load_ray_triangle_vertex_positions;
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case SYSTEM_VALUE_MESH_VIEW_COUNT:
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return nir_intrinsic_load_mesh_view_count;
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case SYSTEM_VALUE_FRAG_SHADING_RATE:
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@@ -2639,6 +2641,8 @@ nir_system_value_from_intrinsic(nir_intrinsic_op intrin)
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return SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX;
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case nir_intrinsic_load_cull_mask:
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return SYSTEM_VALUE_CULL_MASK;
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case nir_intrinsic_load_ray_triangle_vertex_positions:
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return SYSTEM_VALUE_RAY_TRIANGLE_VERTEX_POSITIONS;
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case nir_intrinsic_load_frag_shading_rate:
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return SYSTEM_VALUE_FRAG_SHADING_RATE;
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case nir_intrinsic_load_mesh_view_count:
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