LLVMValueRef ring_offsets;
LLVMValueRef push_constants;
LLVMValueRef view_index;
- LLVMValueRef tg_size;
LLVMValueRef vertex_buffers;
LLVMValueRef rel_auto_id;
}
if (ctx->shader_info->info.cs.uses_local_invocation_idx)
- add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->tg_size);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->abi.tg_size);
add_arg(&args, ARG_VGPR, ctx->ac.v3i32,
&ctx->abi.local_invocation_ids);
break;
{
LLVMValueRef result;
LLVMValueRef thread_id = ac_get_thread_id(&ctx->ac);
- result = LLVMBuildAnd(ctx->builder, ctx->tg_size,
+ result = LLVMBuildAnd(ctx->builder, ctx->abi.tg_size,
LLVMConstInt(ctx->ac.i32, 0xfc0, false), "");
return LLVMBuildAdd(ctx->builder, result, thread_id, "");
LLVMValueRef local_invocation_ids;
LLVMValueRef num_work_groups;
LLVMValueRef workgroup_ids[3];
+ LLVMValueRef tg_size;
/* For VS and PS: pre-loaded shader inputs.
*