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When a vertex shader does not load any input attributes after any store
of output attributes, we can enable bit 25 of SPH ("ISBE space sharing")
Effectively this seems to allow input and output attributes to live in
the same allocated space in ISBE and could improve occupancy.
Found while researching geometry passthrough and mesh shaders.
Signed-off-by: Mary Guillemard <mary@mary.zone>
Reviewed-by: Mel Henning <mhenning@darkrefraction.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38729>
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