shader->ge_cntl =
S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
- S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts) |
+ S_03096C_VERT_GRP_SIZE(256) | /* 256 = disable vertex grouping */
S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
/* Bug workaround for a possible hang with non-tessellation cases.