* Add an extra dword per vertex to ensure an odd stride, which
* avoids bank conflicts for SoA accesses.
*/
- declare_esgs_ring(&ctx);
+ if (!args->options->key.vs_common_out.as_ngg_passthrough)
+ declare_esgs_ring(&ctx);
/* This is really only needed when streamout and / or vertex
* compaction is enabled.
*/
- LLVMTypeRef asi32 = LLVMArrayType(ctx.ac.i32, 8);
- ctx.gs_ngg_scratch = LLVMAddGlobalInAddressSpace(ctx.ac.module,
- asi32, "ngg_scratch", AC_ADDR_SPACE_LDS);
- LLVMSetInitializer(ctx.gs_ngg_scratch, LLVMGetUndef(asi32));
- LLVMSetAlignment(ctx.gs_ngg_scratch, 4);
+ if (args->shader_info->so.num_outputs) {
+ LLVMTypeRef asi32 = LLVMArrayType(ctx.ac.i32, 8);
+ ctx.gs_ngg_scratch = LLVMAddGlobalInAddressSpace(ctx.ac.module,
+ asi32, "ngg_scratch", AC_ADDR_SPACE_LDS);
+ LLVMSetInitializer(ctx.gs_ngg_scratch, LLVMGetUndef(asi32));
+ LLVMSetAlignment(ctx.gs_ngg_scratch, 4);
+ }
}
for(int i = 0; i < shader_count; ++i) {