+ } else if (has_tex_prefetch) {
+ /* texture prefetch, but *no* inputs.. we need to insert a
+ * dummy bary.f at the top of the shader to unblock varying
+ * storage:
+ */
+ struct ir3_instruction *baryf;
+
+ /* (ss)bary.f (ei)r63.x, 0, r0.x */
+ baryf = ir3_instr_create(block, OPC_BARY_F);
+ ir3_reg_create(baryf, regid(63, 0), 0)->flags |= IR3_REG_EI;
+ ir3_reg_create(baryf, 0, IR3_REG_IMMED)->iim_val = 0;
+ ir3_reg_create(baryf, regid(0, 0), 0);
+
+ /* insert the dummy bary.f at head: */
+ list_delinit(&baryf->node);
+ list_add(&baryf->node, &block->instr_list);