void emit_scalar(ir_instruction *ir, enum prog_opcode op,
dst_reg dst, src_reg src0, src_reg src1);
- src_reg fix_3src_operand(src_reg src);
- src_reg resolve_source_modifiers(const src_reg& src);
+ src_reg fix_3src_operand(const src_reg &src);
+ src_reg resolve_source_modifiers(const src_reg &src);
vec4_instruction *emit_math(enum opcode opcode, const dst_reg &dst, const src_reg &src0,
const src_reg &src1 = src_reg());
- src_reg fix_math_operand(src_reg src);
+ src_reg fix_math_operand(const src_reg &src);
void emit_pack_half_2x16(dst_reg dst, src_reg src0);
void emit_unpack_half_2x16(dst_reg dst, src_reg src0);
}
src_reg
-vec4_visitor::fix_3src_operand(src_reg src)
+vec4_visitor::fix_3src_operand(const src_reg &src)
{
/* Using vec4 uniforms in SIMD4x2 programs is difficult. You'd like to be
* able to use vertical stride of zero to replicate the vec4 uniform, like
}
src_reg
-vec4_visitor::resolve_source_modifiers(const src_reg& src)
+vec4_visitor::resolve_source_modifiers(const src_reg &src)
{
if (!src.abs && !src.negate)
return src;
}
src_reg
-vec4_visitor::fix_math_operand(src_reg src)
+vec4_visitor::fix_math_operand(const src_reg &src)
{
if (devinfo->gen < 6 || devinfo->gen >= 8 || src.file == BAD_FILE)
return src;