case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
/* TODO: Indirect indexing of GS inputs is unimplemented. */
- return shader != PIPE_SHADER_GEOMETRY &&
- (sscreen->llvm_has_working_vgpr_indexing ||
- /* TCS and TES load inputs directly from LDS or
- * offchip memory, so indirect indexing is trivial. */
- shader == PIPE_SHADER_TESS_CTRL ||
- shader == PIPE_SHADER_TESS_EVAL);
+ if (shader == PIPE_SHADER_GEOMETRY)
+ return 0;
+
+ if (shader == PIPE_SHADER_VERTEX &&
+ !sscreen->llvm_has_working_vgpr_indexing)
+ return 0;
+
+ /* TCS and TES load inputs directly from LDS or offchip
+ * memory, so indirect indexing is always supported.
+ * PS has to support indirect indexing, because we can't
+ * lower that to TEMPs for INTERP instructions.
+ */
+ return 1;
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
return sscreen->llvm_has_working_vgpr_indexing ||