void emit_shader_time_end();
void emit_shader_time_write(int shader_time_subindex, src_reg value);
- void emit_untyped_atomic(unsigned atomic_op, unsigned surf_index,
- dst_reg dst, src_reg offset, src_reg src0,
- src_reg src1);
-
- void emit_untyped_surface_read(unsigned surf_index, dst_reg dst,
- src_reg offset);
-
src_reg get_scratch_offset(bblock_t *block, vec4_instruction *inst,
src_reg *reladdr, int reg_offset);
void emit_scratch_read(bblock_t *block, vec4_instruction *inst,
virtual void gs_end_primitive();
private:
+ bool vectorize_mov(bblock_t *block, vec4_instruction *inst,
+ uint8_t imm[4], vec4_instruction *imm_inst[4],
+ int inst_count, unsigned writemask);
+
/**
* If true, then register allocation should fail instead of spilling.
*/