shaders[shader_count - 1]->info.stage == MESA_SHADER_TESS_CTRL)
ac_nir_fixup_ls_hs_input_vgprs(&ctx);
- if (shaders[shader_count - 1]->info.stage != MESA_SHADER_GEOMETRY &&
- (ctx.options->key.vs_common_out.as_ngg &&
- !ctx.options->key.vs_common_out.as_es)) {
- /* Unconditionally declare scratch space base for streamout and
- * vertex compaction. Whether space is actually allocated is
+ if (is_ngg) {
+ /* Declare scratch space base for streamout and vertex
+ * compaction. Whether space is actually allocated is
* determined during linking / PM4 creation.
*
* Add an extra dword per vertex to ensure an odd stride, which