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authorSamuel Pitoiset <[email protected]>2018-02-09 13:54:19 +0100
committerSamuel Pitoiset <[email protected]>2018-02-12 11:54:04 +0100
commit460d3ce7264f0da6db537fe8f99f6872d33ed269 (patch)
tree6b598d787b2bb574d17ecfdbe0a6e44f58baa0eb /src
parent054c92190c1c3b91ebc33118a4518346805948ca (diff)
ac: move tg_size to the ABI
Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/amd/common/ac_nir_to_llvm.c5
-rw-r--r--src/amd/common/ac_shader_abi.h1
2 files changed, 3 insertions, 3 deletions
diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index e82348b83b0..9d149b49eab 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -87,7 +87,6 @@ struct nir_to_llvm_context {
LLVMValueRef ring_offsets;
LLVMValueRef push_constants;
LLVMValueRef view_index;
- LLVMValueRef tg_size;
LLVMValueRef vertex_buffers;
LLVMValueRef rel_auto_id;
@@ -789,7 +788,7 @@ 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_SGPR, ctx->ac.i32, &ctx->abi.tg_size);
add_arg(&args, ARG_VGPR, ctx->ac.v3i32,
&ctx->abi.local_invocation_ids);
break;
@@ -3906,7 +3905,7 @@ visit_load_local_invocation_index(struct nir_to_llvm_context *ctx)
{
LLVMValueRef result;
LLVMValueRef thread_id = ac_get_thread_id(&ctx->ac);
- result = LLVMBuildAnd(ctx->builder, ctx->tg_size,
+ result = LLVMBuildAnd(ctx->builder, ctx->abi.tg_size,
LLVMConstInt(ctx->ac.i32, 0xfc0, false), "");
return LLVMBuildAdd(ctx->builder, result, thread_id, "");
diff --git a/src/amd/common/ac_shader_abi.h b/src/amd/common/ac_shader_abi.h
index 9499c1a15fd..5d525849966 100644
--- a/src/amd/common/ac_shader_abi.h
+++ b/src/amd/common/ac_shader_abi.h
@@ -58,6 +58,7 @@ struct ac_shader_abi {
LLVMValueRef local_invocation_ids;
LLVMValueRef num_work_groups;
LLVMValueRef workgroup_ids[3];
+ LLVMValueRef tg_size;
/* For VS and PS: pre-loaded shader inputs.
*