svga: fill out CAPs for indirect addressing
As per the ps_3_0 and vs_3_0 documentation. The aL register in D3D9 is quite tricky to use, though.
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@@ -231,6 +231,12 @@ static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, en
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return svgascreen->use_ps30 ? 1 : 0;
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case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
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return 1;
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case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
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return svgascreen->use_ps30 ? 1 : 0;
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case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
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return 0;
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}
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break;
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case PIPE_SHADER_VERTEX:
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@@ -263,6 +269,13 @@ static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, en
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return svgascreen->use_vs30 ? 1 : 0;
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case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
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return 1;
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case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
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return svgascreen->use_vs30 ? 1 : 0;
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case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
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return 0;
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case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
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return 1;
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default:
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break;
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}
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