/* Encode the padded vertex count */
if (info->instance_count > 1) {
- /* Triangles have non-even vertex counts so they change how
- * padding works internally */
-
- bool is_triangle =
- mode == PIPE_PRIM_TRIANGLES ||
- mode == PIPE_PRIM_TRIANGLE_STRIP ||
- mode == PIPE_PRIM_TRIANGLE_FAN;
-
struct pan_shift_odd so =
- panfrost_padded_vertex_count(vertex_count, !is_triangle);
+ panfrost_padded_vertex_count(vertex_count);
ctx->payloads[PIPE_SHADER_VERTEX].instance_shift = so.shift;
ctx->payloads[PIPE_SHADER_FRAGMENT].instance_shift = so.shift;