radv_pipeline_generate_geometry_shader(struct radeon_cmdbuf *ctx_cs,
struct radeon_cmdbuf *cs,
struct radv_pipeline *pipeline,
- const struct radv_gs_state *gs_state)
+ const struct radv_gs_state *gs_state,
+ const struct radv_ngg_state *ngg_state)
{
struct radv_shader_variant *gs;
if (!gs)
return;
- radv_pipeline_generate_hw_gs(ctx_cs, cs, pipeline, gs, gs_state);
+ if (gs->info.is_ngg)
+ radv_pipeline_generate_hw_ngg(ctx_cs, cs, pipeline, gs, ngg_state);
+ else
+ radv_pipeline_generate_hw_gs(ctx_cs, cs, pipeline, gs, gs_state);
}
static uint32_t offset_to_ps_input(uint32_t offset, bool flat_shade, bool float16)
radv_pipeline_generate_vgt_gs_mode(ctx_cs, pipeline);
radv_pipeline_generate_vertex_shader(ctx_cs, cs, pipeline, tess, ngg);
radv_pipeline_generate_tess_shaders(ctx_cs, cs, pipeline, tess, ngg);
- radv_pipeline_generate_geometry_shader(ctx_cs, cs, pipeline, gs);
+ radv_pipeline_generate_geometry_shader(ctx_cs, cs, pipeline, gs, ngg);
radv_pipeline_generate_fragment_shader(ctx_cs, cs, pipeline);
radv_pipeline_generate_ps_inputs(ctx_cs, pipeline);
radv_pipeline_generate_vgt_vertex_reuse(ctx_cs, pipeline);