V3D can do indirect inputs so we don't need it. Also, the lowering
produces horrible if-ladder code that is particularly bad for geometry
shaders where inputs are always arrays and shader bodies usually have
a loop indexing into them.
This fixes a couple of geometry shader tests in CTS that would fail to
register allocate otherwise.
There are no changes in shader-db.
Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 0;
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ return 1;
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
return 0;
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: