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);