int off; /* component/offset */
} fo;
struct {
- struct ir3_block *block;
- } inout;
+ /* for sysvals, identifies the sysval type. Mostly so we can
+ * identify the special cases where a sysval should not be DCE'd
+ * (currently, just pre-fs texture fetch)
+ */
+ gl_system_value sysval;
+ } input;
};
/* transient values used during various algorithms: */
void ir3_print_instr(struct ir3_instruction *instr);
/* depth calculation: */
+struct ir3_shader_variant;
int ir3_delayslots(struct ir3_instruction *assigner,
struct ir3_instruction *consumer, unsigned n);
void ir3_insert_by_depth(struct ir3_instruction *instr, struct list_head *list);
-void ir3_depth(struct ir3 *ir);
+void ir3_depth(struct ir3 *ir, struct ir3_shader_variant *so);
/* copy-propagate: */
-struct ir3_shader_variant;
void ir3_cp(struct ir3 *ir, struct ir3_shader_variant *so);
/* group neighbors and insert mov's to resolve conflicts: */
/* register assignment: */
struct ir3_ra_reg_set * ir3_ra_alloc_reg_set(struct ir3_compiler *compiler);
-int ir3_ra(struct ir3_shader_variant *v);
+int ir3_ra(struct ir3_shader_variant *v, struct ir3_instruction **precolor, unsigned nprecolor);
/* legalize: */
void ir3_legalize(struct ir3 *ir, bool *has_ssbo, bool *need_pixlod, int *max_bary);
INSTR2(LDLV)
INSTR3(LDG)
INSTR3(LDL)
+INSTR3(LDLW)
INSTR3(STG)
INSTR3(STL)
+INSTR3(STLW)
INSTR1(RESINFO)
INSTR1(RESFMT)
INSTR2(ATOMIC_ADD)