v3d: Use the new lower_to_scratch implementation for indirects on temps.
[mesa.git] / src / gallium / drivers / v3d / v3d_screen.c
index b77e3d9060e4f7f98f40906ffbf626afa4f0efc8..0d9184279dff11d9f984474a228c39118430e7c4 100644 (file)
@@ -310,8 +310,9 @@ v3d_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
                 return 0;
         case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
         case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
-        case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
                 return 0;
+        case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+                return 1;
         case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
                 return 1;
         case PIPE_SHADER_CAP_SUBROUTINES:
@@ -594,6 +595,10 @@ v3d_get_device_info(struct v3d_screen *screen)
 
         screen->devinfo.vpm_size = (ident1.value >> 28 & 0xf) * 8192;
 
+        int nslc = (ident1.value >> 4) & 0xf;
+        int qups = (ident1.value >> 8) & 0xf;
+        screen->devinfo.qpu_count = nslc * qups;
+
         switch (screen->devinfo.ver) {
         case 33:
         case 41: