intel/compiler: Create and use struct for Bindless thread payload
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com> Acked-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18176>
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@@ -154,6 +154,15 @@ struct task_mesh_thread_payload : public thread_payload {
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fs_reg task_urb_input;
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};
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struct bs_thread_payload : public thread_payload {
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bs_thread_payload();
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fs_reg global_arg_ptr;
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fs_reg local_arg_ptr;
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void load_shader_type(const brw::fs_builder &bld, fs_reg &dest) const;
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};
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/**
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* The fragment shader front-end.
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*
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@@ -493,6 +502,11 @@ public:
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return *static_cast<task_mesh_thread_payload *>(this->payload_);
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}
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bs_thread_payload &bs_payload() {
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assert(stage >= MESA_SHADER_RAYGEN && stage <= MESA_SHADER_CALLABLE);
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return *static_cast<bs_thread_payload *>(this->payload_);
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}
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bool source_depth_to_render_target;
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bool runtime_check_aads_emit;
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