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Summary: This intrinsic is used to get flat-shaded fragment shader inputs. Those are uniform across a primitive, but a fragment shader wave may process pixels from multiple primitives (as indicated by the prim_mask), and so that's where divergence can arise. Reviewers: arsenm, tstellarAMD Subscribers: arsenm, llvm-commits Differential Revision: http://reviews.llvm.org/D19747 git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@268259 91177308-0d34-0410-b5e6-96231b3b80d8