v3d->prog.spill_size_per_thread);
break;
+ case QUNIFORM_NUM_WORK_GROUPS:
+ cl_aligned_u32(&uniforms,
+ v3d->compute_num_workgroups[data]);
+ break;
+
+ case QUNIFORM_SHARED_OFFSET:
+ cl_aligned_reloc(&job->indirect, &uniforms,
+ v3d->compute_shared_memory, 0);
+ break;
+
default:
assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
dirty |= VC5_DIRTY_ZSA;
break;
+ case QUNIFORM_NUM_WORK_GROUPS:
+ case QUNIFORM_SHARED_OFFSET:
+ /* Compute always recalculates uniforms. */
+ break;
+
default:
assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;