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authorTimothy Arceri <[email protected]>2018-02-02 10:23:46 +1100
committerTimothy Arceri <[email protected]>2018-02-07 08:43:08 +1100
commitc8066cdfa7e1f79a30869ea37ac0bd04763b93aa (patch)
tree327c7004504231dfbb9bf56d3c1849b6bef5fc1e /src/amd/common
parentfa5239c1534a6ce5bf85602dddddba6df6d67724 (diff)
ac/radeonsi: add local_invocation_ids to the abi
Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/amd/common')
-rw-r--r--src/amd/common/ac_nir_to_llvm.c5
-rw-r--r--src/amd/common/ac_shader_abi.h2
2 files changed, 4 insertions, 3 deletions
diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index 4b1c921f606..dcfeae85665 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -91,7 +91,6 @@ struct nir_to_llvm_context {
LLVMValueRef push_constants;
LLVMValueRef view_index;
LLVMValueRef num_work_groups;
- LLVMValueRef local_invocation_ids;
LLVMValueRef tg_size;
LLVMValueRef vertex_buffers;
@@ -795,7 +794,7 @@ static void create_function(struct nir_to_llvm_context *ctx,
if (ctx->shader_info->info.cs.uses_local_invocation_idx)
add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->tg_size);
add_arg(&args, ARG_VGPR, ctx->ac.v3i32,
- &ctx->local_invocation_ids);
+ &ctx->abi.local_invocation_ids);
break;
case MESA_SHADER_VERTEX:
declare_global_input_sgprs(ctx, stage, has_previous_stage,
@@ -4314,7 +4313,7 @@ static void visit_intrinsic(struct ac_nir_context *ctx,
break;
}
case nir_intrinsic_load_local_invocation_id: {
- result = ctx->nctx->local_invocation_ids;
+ result = ctx->abi->local_invocation_ids;
break;
}
case nir_intrinsic_load_base_instance:
diff --git a/src/amd/common/ac_shader_abi.h b/src/amd/common/ac_shader_abi.h
index 3d3dcc2e8e7..9a35ff925b4 100644
--- a/src/amd/common/ac_shader_abi.h
+++ b/src/amd/common/ac_shader_abi.h
@@ -54,6 +54,8 @@ struct ac_shader_abi {
LLVMValueRef ancillary;
LLVMValueRef sample_coverage;
LLVMValueRef prim_mask;
+ /* CS */
+ LLVMValueRef local_invocation_ids;
LLVMValueRef workgroup_ids[3];
/* For VS and PS: pre-loaded shader inputs.