return NULL;
 }
 
+static const VkPipelineDepthStencilStateCreateInfo *
+radv_pipeline_get_depth_stencil_state(const VkGraphicsPipelineCreateInfo *pCreateInfo)
+{
+       RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
+       struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
+
+       if (!pCreateInfo->pRasterizationState->rasterizerDiscardEnable &&
+           subpass->depth_stencil_attachment)
+               return pCreateInfo->pDepthStencilState;
+       return NULL;
+}
+
 bool radv_pipeline_has_ngg(const struct radv_pipeline *pipeline)
 {
        struct radv_shader_variant *variant = NULL;
 {
        RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
        struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
+       const VkPipelineDepthStencilStateCreateInfo *vkds = radv_pipeline_get_depth_stencil_state(pCreateInfo);
        unsigned colormask = blend->cb_target_enabled_4bit;
 
        if (!pipeline->device->physical_device->out_of_order_rast_allowed)
                .zs = true, .pass_set = true
        };
 
-       if (pCreateInfo->pDepthStencilState &&
-           subpass->depth_stencil_attachment) {
-               const VkPipelineDepthStencilStateCreateInfo *vkds =
-                       pCreateInfo->pDepthStencilState;
+       if (vkds) {
                struct radv_render_pass_attachment *attachment =
                        pass->attachments + subpass->depth_stencil_attachment->attachment;
                bool has_stencil = vk_format_is_stencil(attachment->format);
                                            const VkGraphicsPipelineCreateInfo *pCreateInfo,
                                            const struct radv_graphics_pipeline_create_info *extra)
 {
-       const VkPipelineDepthStencilStateCreateInfo *vkds = pCreateInfo->pDepthStencilState;
+       const VkPipelineDepthStencilStateCreateInfo *vkds = radv_pipeline_get_depth_stencil_state(pCreateInfo);
        RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
        struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
        struct radv_shader_variant *ps = pipeline->shaders[MESA_SHADER_FRAGMENT];