* inputs. So we do all the input tracking normally and fix
* things up after compile_instructions()
*/
- struct ir3_instruction *ij_pixel, *ij_sample, *ij_centroid, *ij_size;
+ struct ir3_instruction *ij[IJ_COUNT];
/* for fragment shaders, for gl_FrontFacing and gl_FragCoord: */
struct ir3_instruction *frag_face, *frag_coord;
/* For vertex shaders, keep track of the system values sources */
- struct ir3_instruction *vertex_id, *basevertex, *instance_id, *base_instance;
+ struct ir3_instruction *vertex_id, *basevertex, *instance_id, *base_instance, *draw_id;
/* For fragment shaders: */
struct ir3_instruction *samp_id, *samp_mask_in;