if (sscreen->info.has_distributed_tess) {
if (sscreen->info.family == CHIP_FIJI || sscreen->info.family >= CHIP_POLARIS10)
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
+ distribution_mode = V_028B6C_TRAPEZOIDS;
else
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
+ distribution_mode = V_028B6C_DONUTS;
} else
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
+ distribution_mode = V_028B6C_NO_DIST;
assert(pm4->shader);
pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) | S_028B6C_PARTITIONING(partitioning) |
shader->ctx_reg.ngg.pa_cl_ngg_cntl =
S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_type == PIPE_SHADER_VERTEX) |
/* Reuse for NGG. */
- S_028838_VERTEX_REUSE_DEPTH_GFX103(sscreen->info.chip_class >= GFX10_3 ? 30 : 0);
+ S_028838_VERTEX_REUSE_DEPTH(sscreen->info.chip_class >= GFX10_3 ? 30 : 0);
shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(gs_sel, true);
/* Oversubscribe PC. This improves performance when there are too many varyings. */