@GDCPresoReviews Then the shader cores have dedicated setup hardware that is used to prepare shader wavefronts that sets up things like barycentrics and also makes sure things like those plane equations are in place.
This pulls parameter data from the parameter cache, forms the plane equations, and stores them into LDS. (I.e. same bank as used for shared memory in a compute shader). The "interpolation" instrs use the data in LDS to get the interpolated attributes from there, given barycentrics.