* instructions.
*/
FS_OPCODE_FB_WRITE = 128,
+
+ /**
+ * Same as FS_OPCODE_FB_WRITE but expects its arguments separately as
+ * individual sources instead of as a single payload blob:
+ *
+ * Source 0: [required] Color 0.
+ * Source 1: [optional] Color 1 (for dual source blend messages).
+ * Source 2: [optional] Src0 Alpha.
+ * Source 3: [optional] Source Depth (passthrough from the thread payload).
+ * Source 4: [optional] Destination Depth (gl_FragDepth).
+ * Source 5: [optional] Sample Mask (gl_SampleMask).
+ * Source 6: [required] Number of color components (as a UD immediate).
+ */
+ FS_OPCODE_FB_WRITE_LOGICAL,
+
FS_OPCODE_BLORP_FB_WRITE,
FS_OPCODE_REP_FB_WRITE,
SHADER_OPCODE_RCP,