*/
dst_reg output_reg[BRW_VARYING_SLOT_COUNT];
const char *output_reg_annotation[BRW_VARYING_SLOT_COUNT];
- int *uniform_size;
- int uniform_array_size; /*< Size of the uniform_size array */
int uniforms;
src_reg shader_start_time;
src_reg offset_value,
src_reg mcs,
bool is_cube_array,
+ uint32_t surface, src_reg surface_reg,
uint32_t sampler, src_reg sampler_reg);
src_reg emit_mcs_fetch(const glsl_type *coordinate_type, src_reg coordinate,
src_reg get_scratch_offset(bblock_t *block, vec4_instruction *inst,
src_reg *reladdr, int reg_offset);
- src_reg get_pull_constant_offset(bblock_t *block, vec4_instruction *inst,
- src_reg *reladdr, int reg_offset);
void emit_scratch_read(bblock_t *block, vec4_instruction *inst,
dst_reg dst,
src_reg orig_src,
void emit_pull_constant_load(bblock_t *block, vec4_instruction *inst,
dst_reg dst,
src_reg orig_src,
- int base_offset);
+ int base_offset,
+ src_reg indirect);
void emit_pull_constant_load_reg(dst_reg dst,
src_reg surf_index,
src_reg offset,