* 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;
*/
struct hash_table_u64 *addr1_ht;
+ struct hash_table *sel_cond_conversions;
+
/* last dst array, for indirect we need to insert a var-store.
*/
struct ir3_instruction **last_dst;
unsigned max_texture_index;
+ unsigned prefetch_limit;
+
/* set if we encounter something we can't handle yet, so we
* can bail cleanly and fallback to TGSI compiler f/e
*/
struct ir3_instruction **dst);
void (*emit_intrinsic_store_image)(struct ir3_context *ctx, nir_intrinsic_instr *intr);
struct ir3_instruction * (*emit_intrinsic_atomic_image)(struct ir3_context *ctx, nir_intrinsic_instr *intr);
+ void (*emit_intrinsic_image_size)(struct ir3_context *ctx, nir_intrinsic_instr *intr,
+ struct ir3_instruction **dst);
};
extern const struct ir3_context_funcs ir3_a4xx_funcs;
struct ir3_instruction *const *arr, unsigned arrsz);
void ir3_split_dest(struct ir3_block *block, struct ir3_instruction **dst,
struct ir3_instruction *src, unsigned base, unsigned n);
+void ir3_handle_bindless_cat6(struct ir3_instruction *instr, nir_src rsrc);
+void emit_intrinsic_image_size_tex(struct ir3_context *ctx, nir_intrinsic_instr *intr,
+ struct ir3_instruction **dst);
NORETURN void ir3_context_error(struct ir3_context *ctx, const char *format, ...);