const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
+ fs_reg urb_handle;
+
+ urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
*/
if (vue_map->slots_valid == 0) {
fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
- bld.exec_all().MOV(payload, fs_reg(retype(brw_vec8_grf(1, 0),
- BRW_REGISTER_TYPE_UD)));
+ bld.exec_all().MOV(payload, urb_handle);
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
ralloc_array(mem_ctx, fs_reg, length + header_size);
fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
BRW_REGISTER_TYPE_F);
- payload_sources[0] =
- fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
+ payload_sources[0] = urb_handle;
if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
payload_sources[1] = per_slot_offsets;