uint8_t edgeflag_out;
};
-static INLINE struct nv50_reg *
-reg_instance(struct nv50_pc *pc, struct nv50_reg *reg)
-{
- struct nv50_reg *ri;
-
- assert(pc->reg_instance_nr < 16);
- ri = &pc->reg_instances[pc->reg_instance_nr++];
- if (reg) {
- *ri = *reg;
- reg->mod = 0;
- }
- return ri;
-}
-
static INLINE void
ctor_reg(struct nv50_reg *reg, unsigned type, int index, int hw)
{
assert(0);
}
+static INLINE struct nv50_reg *
+reg_instance(struct nv50_pc *pc, struct nv50_reg *reg)
+{
+ struct nv50_reg *ri;
+
+ assert(pc->reg_instance_nr < 16);
+ ri = &pc->reg_instances[pc->reg_instance_nr++];
+ if (reg) {
+ alloc_reg(pc, reg);
+ *ri = *reg;
+ reg->mod = 0;
+ }
+ return ri;
+}
+
/* XXX: For shaders that aren't executed linearly (e.g. shaders that
* contain loops), we need to assign all hw regs to TGSI TEMPs early,
* lest we risk temp_temps overwriting regs alloc'd "later".