}
static inline void
-add_user_sgpr_argument(struct arg_info *info,
- LLVMTypeRef type,
- LLVMValueRef *param_ptr)
-{
- add_sgpr_argument(info, type, param_ptr);
-}
-
-static inline void
add_user_sgpr_array_argument(struct arg_info *info,
LLVMTypeRef type,
LLVMValueRef *param_ptr)
{
info->array_params_mask |= (1 << info->count);
- add_user_sgpr_argument(info, type, param_ptr);
+ add_arg(info, ARG_SGPR, type, param_ptr);
}
static void assign_arguments(LLVMValueRef main_function,
(stage == MESA_SHADER_VERTEX ||
(has_previous_stage && previous_stage == MESA_SHADER_VERTEX))) {
if (ctx->shader_info->info.vs.has_vertex_buffers) {
- add_user_sgpr_argument(args,
- const_array(ctx->ac.v4i32, 16),
- &ctx->vertex_buffers);
+ add_arg(args, ARG_SGPR, const_array(ctx->ac.v4i32, 16),
+ &ctx->vertex_buffers);
}
- add_user_sgpr_argument(args, ctx->ac.i32,
- &ctx->abi.base_vertex);
- add_user_sgpr_argument(args, ctx->ac.i32,
- &ctx->abi.start_instance);
+ add_arg(args, ARG_SGPR, ctx->ac.i32, &ctx->abi.base_vertex);
+ add_arg(args, ARG_SGPR, ctx->ac.i32, &ctx->abi.start_instance);
if (ctx->shader_info->info.vs.needs_draw_id) {
- add_user_sgpr_argument(args, ctx->ac.i32,
- &ctx->abi.draw_id);
+ add_arg(args, ARG_SGPR, ctx->ac.i32, &ctx->abi.draw_id);
}
}
}
allocate_user_sgprs(ctx, &user_sgpr_info);
if (user_sgpr_info.need_ring_offsets && !ctx->options->supports_spill) {
- add_user_sgpr_argument(&args, const_array(ctx->ac.v4i32, 16), &ctx->ring_offsets); /* address of rings */
+ add_arg(&args, ARG_SGPR, const_array(ctx->ac.v4i32, 16),
+ &ctx->ring_offsets);
}
switch (stage) {
&args, &desc_sets);
if (ctx->shader_info->info.cs.uses_grid_size) {
- add_user_sgpr_argument(&args, ctx->ac.v3i32,
- &ctx->num_work_groups);
+ add_arg(&args, ARG_SGPR, ctx->ac.v3i32,
+ &ctx->num_work_groups);
}
for (int i = 0; i < 3; i++) {
previous_stage, &args);
if (ctx->shader_info->info.needs_multiview_view_index || (!ctx->options->key.vs.as_es && !ctx->options->key.vs.as_ls && ctx->options->key.has_multiview_view_index))
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->view_index);
if (ctx->options->key.vs.as_es)
add_sgpr_argument(&args, ctx->ac.i32, &ctx->es2gs_offset); // es2gs offset
else if (ctx->options->key.vs.as_ls)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->ls_out_layout); // ls out layout
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->ls_out_layout);
declare_vs_input_vgprs(ctx, &args);
break;
has_previous_stage,
previous_stage, &args);
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->ls_out_layout); // ls out layout
-
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_offchip_layout); // tcs offchip layout
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_out_offsets); // tcs out offsets
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_out_layout); // tcs out layout
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_in_layout); // tcs in layout
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->ls_out_layout);
+
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_offchip_layout);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_out_offsets);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_out_layout);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_in_layout);
if (ctx->shader_info->info.needs_multiview_view_index)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->view_index);
add_arg(&args, ARG_VGPR, ctx->ac.i32,
&ctx->tcs_patch_id);
&user_sgpr_info, &args,
&desc_sets);
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_offchip_layout); // tcs offchip layout
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_out_offsets); // tcs out offsets
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_out_layout); // tcs out layout
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_in_layout); // tcs in layout
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_offchip_layout);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_out_offsets);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_out_layout);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_in_layout);
if (ctx->shader_info->info.needs_multiview_view_index)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->view_index);
+
add_sgpr_argument(&args, ctx->ac.i32, &ctx->oc_lds); // param oc lds
add_sgpr_argument(&args, ctx->ac.i32, &ctx->tess_factor_offset); // tess factor offset
add_arg(&args, ARG_VGPR, ctx->ac.i32,
previous_stage, &user_sgpr_info,
&args, &desc_sets);
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_offchip_layout); // tcs offchip layout
+ add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->tcs_offchip_layout);
if (ctx->shader_info->info.needs_multiview_view_index || (!ctx->options->key.tes.as_es && ctx->options->key.has_multiview_view_index))
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->view_index);
+
if (ctx->options->key.tes.as_es) {
add_sgpr_argument(&args, ctx->ac.i32, &ctx->oc_lds); // OC LDS
add_sgpr_argument(&args, ctx->ac.i32, NULL); //
&desc_sets);
if (previous_stage == MESA_SHADER_TESS_EVAL) {
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->tcs_offchip_layout); // tcs offchip layout
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->tcs_offchip_layout);
} else {
declare_vs_specific_input_sgprs(ctx, stage,
has_previous_stage,
&args);
}
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->gsvs_ring_stride); // gsvs stride
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->gsvs_num_entries); // gsvs num entires
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->gsvs_ring_stride);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->gsvs_num_entries);
if (ctx->shader_info->info.needs_multiview_view_index)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->view_index);
add_arg(&args, ARG_VGPR, ctx->ac.i32,
&ctx->gs_vtx_offset[0]);
&user_sgpr_info, &args,
&desc_sets);
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->gsvs_ring_stride); // gsvs stride
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->gsvs_num_entries); // gsvs num entires
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->gsvs_ring_stride);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->gsvs_num_entries);
if (ctx->shader_info->info.needs_multiview_view_index)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->view_index);
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->view_index);
+
add_sgpr_argument(&args, ctx->ac.i32, &ctx->gs2vs_offset); // gs2vs offset
add_sgpr_argument(&args, ctx->ac.i32, &ctx->gs_wave_id); // wave id
add_arg(&args, ARG_VGPR, ctx->ac.i32,
&args, &desc_sets);
if (ctx->shader_info->info.ps.needs_sample_positions)
- add_user_sgpr_argument(&args, ctx->ac.i32, &ctx->sample_pos_offset); /* sample position offset */
+ add_arg(&args, ARG_SGPR, ctx->ac.i32,
+ &ctx->sample_pos_offset);
+
add_sgpr_argument(&args, ctx->ac.i32, &ctx->prim_mask); /* prim mask */
add_arg(&args, ARG_VGPR, ctx->ac.v2i32, &ctx->persp_sample);
add_arg(&args, ARG_VGPR, ctx->ac.v2i32, &ctx->persp_center);