pos_args[0].out[3] = ctx->ac.f32_1; /* W */
}
+ bool pos_writes_edgeflag = shader->selector->info.writes_edgeflag &&
+ !shader->key.as_ngg;
+
/* Write the misc vector (point size, edgeflag, layer, viewport). */
if (shader->selector->info.writes_psize ||
- shader->selector->pos_writes_edgeflag ||
+ pos_writes_edgeflag ||
shader->selector->info.writes_viewport_index ||
shader->selector->info.writes_layer) {
pos_args[1].enabled_channels = shader->selector->info.writes_psize |
- (shader->selector->pos_writes_edgeflag << 1) |
+ (pos_writes_edgeflag << 1) |
(shader->selector->info.writes_layer << 2);
pos_args[1].valid_mask = 0; /* EXEC mask */
if (shader->selector->info.writes_psize)
pos_args[1].out[0] = psize_value;
- if (shader->selector->pos_writes_edgeflag) {
+ if (pos_writes_edgeflag) {
/* The output is a float, but the hw expects an integer
* with the first bit containing the edge flag. */
edgeflag_value = LLVMBuildFPToUI(ctx->ac.builder,