opcode("p_jump_to_epilog")
# loads and interpolates a fragment shader input with a correct exec mask
-#dst0=result, dst1=exec_tmp, dst2=clobber_scc, src0=linear_vgpr, src1=attribute, src2=component, src3=coord1, src4=coord2, src5=m0
-#dst0=result, dst1=exec_tmp, dst2=clobber_scc, src0=linear_vgpr, src1=attribute, src2=component, src3=dpp_ctrl, src4=m0
+#dst0=result, src0=linear_vgpr, src1=attribute, src2=component, src3=coord1, src4=coord2, src5=m0
+#dst0=result, src0=linear_vgpr, src1=attribute, src2=component, src3=dpp_ctrl, src4=m0
opcode("p_interp_gfx11")
# performs dual source MRTs swizzling and emits exports on GFX11