radeonsi: remove redundant si_shader_info::uses_derivatives
[mesa.git] / src / gallium / drivers / radeonsi / si_state_shaders.c
index 448ea8c732bf463618acd9c0b4474334787e06f1..ae430a3f504b60977f8e201a9e2e7b9ec5c91ed1 100644 (file)
  * USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
 
-#include "si_build_pm4.h"
-#include "sid.h"
-
+#include "ac_exp_param.h"
+#include "ac_shader_util.h"
 #include "compiler/nir/nir_serialize.h"
 #include "nir/tgsi_to_nir.h"
-#include "util/hash_table.h"
+#include "si_build_pm4.h"
+#include "sid.h"
 #include "util/crc32.h"
+#include "util/disk_cache.h"
+#include "util/hash_table.h"
+#include "util/mesa-sha1.h"
 #include "util/u_async_debug.h"
 #include "util/u_memory.h"
 #include "util/u_prim.h"
-
-#include "util/disk_cache.h"
-#include "util/mesa-sha1.h"
-#include "ac_exp_param.h"
-#include "ac_shader_util.h"
+#include "tgsi/tgsi_from_mesa.h"
 
 /* SHADER_CACHE */
 
  * Return the IR key for the shader cache.
  */
 void si_get_ir_cache_key(struct si_shader_selector *sel, bool ngg, bool es,
-                        unsigned char ir_sha1_cache_key[20])
-{
-       struct blob blob = {};
-       unsigned ir_size;
-       void *ir_binary;
-
-       if (sel->nir_binary) {
-               ir_binary = sel->nir_binary;
-               ir_size = sel->nir_size;
-       } else {
-               assert(sel->nir);
-
-               blob_init(&blob);
-               nir_serialize(&blob, sel->nir, true);
-               ir_binary = blob.data;
-               ir_size = blob.size;
-       }
-
-       /* These settings affect the compilation, but they are not derived
-        * from the input shader IR.
-        */
-       unsigned shader_variant_flags = 0;
-
-       if (ngg)
-               shader_variant_flags |= 1 << 0;
-       if (sel->nir)
-               shader_variant_flags |= 1 << 1;
-       if (si_get_wave_size(sel->screen, sel->type, ngg, es) == 32)
-               shader_variant_flags |= 1 << 2;
-       if (sel->type == PIPE_SHADER_FRAGMENT &&
-           sel->info.uses_derivatives &&
-           sel->info.uses_kill &&
-           sel->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL))
-               shader_variant_flags |= 1 << 3;
-
-       struct mesa_sha1 ctx;
-       _mesa_sha1_init(&ctx);
-       _mesa_sha1_update(&ctx, &shader_variant_flags, 4);
-       _mesa_sha1_update(&ctx, ir_binary, ir_size);
-       if (sel->type == PIPE_SHADER_VERTEX ||
-           sel->type == PIPE_SHADER_TESS_EVAL ||
-           sel->type == PIPE_SHADER_GEOMETRY)
-               _mesa_sha1_update(&ctx, &sel->so, sizeof(sel->so));
-       _mesa_sha1_final(&ctx, ir_sha1_cache_key);
-
-       if (ir_binary == blob.data)
-               blob_finish(&blob);
+                         unsigned char ir_sha1_cache_key[20])
+{
+   struct blob blob = {};
+   unsigned ir_size;
+   void *ir_binary;
+
+   if (sel->nir_binary) {
+      ir_binary = sel->nir_binary;
+      ir_size = sel->nir_size;
+   } else {
+      assert(sel->nir);
+
+      blob_init(&blob);
+      nir_serialize(&blob, sel->nir, true);
+      ir_binary = blob.data;
+      ir_size = blob.size;
+   }
+
+   /* These settings affect the compilation, but they are not derived
+    * from the input shader IR.
+    */
+   unsigned shader_variant_flags = 0;
+
+   if (ngg)
+      shader_variant_flags |= 1 << 0;
+   if (sel->nir)
+      shader_variant_flags |= 1 << 1;
+   if (si_get_wave_size(sel->screen, sel->info.stage, ngg, es, false, false) == 32)
+      shader_variant_flags |= 1 << 2;
+   if (sel->info.stage == MESA_SHADER_FRAGMENT &&
+       /* Derivatives imply helper invocations so check for needs_helper_invocations. */
+       sel->info.base.fs.needs_helper_invocations &&
+       sel->info.base.fs.uses_discard &&
+       sel->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL))
+      shader_variant_flags |= 1 << 3;
+
+   /* This varies depending on whether compute-based culling is enabled. */
+   shader_variant_flags |= sel->screen->num_vbos_in_user_sgprs << 4;
+
+   struct mesa_sha1 ctx;
+   _mesa_sha1_init(&ctx);
+   _mesa_sha1_update(&ctx, &shader_variant_flags, 4);
+   _mesa_sha1_update(&ctx, ir_binary, ir_size);
+   if (sel->info.stage == MESA_SHADER_VERTEX || sel->info.stage == MESA_SHADER_TESS_EVAL ||
+       sel->info.stage == MESA_SHADER_GEOMETRY)
+      _mesa_sha1_update(&ctx, &sel->so, sizeof(sel->so));
+   _mesa_sha1_final(&ctx, ir_sha1_cache_key);
+
+   if (ir_binary == blob.data)
+      blob_finish(&blob);
 }
 
 /** Copy "data" to "ptr" and return the next dword following copied data. */
 static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
 {
-       /* data may be NULL if size == 0 */
-       if (size)
-               memcpy(ptr, data, size);
-       ptr += DIV_ROUND_UP(size, 4);
-       return ptr;
+   /* data may be NULL if size == 0 */
+   if (size)
+      memcpy(ptr, data, size);
+   ptr += DIV_ROUND_UP(size, 4);
+   return ptr;
 }
 
 /** Read data from "ptr". Return the next dword following the data. */
 static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
 {
-       memcpy(data, ptr, size);
-       ptr += DIV_ROUND_UP(size, 4);
-       return ptr;
+   memcpy(data, ptr, size);
+   ptr += DIV_ROUND_UP(size, 4);
+   return ptr;
 }
 
 /**
@@ -117,8 +119,8 @@ static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
  */
 static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
 {
-       *ptr++ = size;
-       return write_data(ptr, data, size);
+   *ptr++ = size;
+   return write_data(ptr, data, size);
 }
 
 /**
@@ -127,12 +129,12 @@ static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
  */
 static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
 {
-       *size = *ptr++;
-       assert(*data == NULL);
-       if (!*size)
-               return ptr;
-       *data = malloc(*size);
-       return read_data(ptr, *data, *size);
+   *size = *ptr++;
+   assert(*data == NULL);
+   if (!*size)
+      return ptr;
+   *data = malloc(*size);
+   return read_data(ptr, *data, *size);
 }
 
 /**
@@ -141,258 +143,236 @@ static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
  */
 static void *si_get_shader_binary(struct si_shader *shader)
 {
-       /* There is always a size of data followed by the data itself. */
-       unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
-                               strlen(shader->binary.llvm_ir_string) + 1 : 0;
-
-       /* Refuse to allocate overly large buffers and guard against integer
-        * overflow. */
-       if (shader->binary.elf_size > UINT_MAX / 4 ||
-           llvm_ir_size > UINT_MAX / 4)
-               return NULL;
-
-       unsigned size =
-               4 + /* total size */
-               4 + /* CRC32 of the data below */
-               align(sizeof(shader->config), 4) +
-               align(sizeof(shader->info), 4) +
-               4 + align(shader->binary.elf_size, 4) +
-               4 + align(llvm_ir_size, 4);
-       void *buffer = CALLOC(1, size);
-       uint32_t *ptr = (uint32_t*)buffer;
-
-       if (!buffer)
-               return NULL;
-
-       *ptr++ = size;
-       ptr++; /* CRC32 is calculated at the end. */
-
-       ptr = write_data(ptr, &shader->config, sizeof(shader->config));
-       ptr = write_data(ptr, &shader->info, sizeof(shader->info));
-       ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
-       ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
-       assert((char *)ptr - (char *)buffer == size);
-
-       /* Compute CRC32. */
-       ptr = (uint32_t*)buffer;
-       ptr++;
-       *ptr = util_hash_crc32(ptr + 1, size - 8);
-
-       return buffer;
+   /* There is always a size of data followed by the data itself. */
+   unsigned llvm_ir_size =
+      shader->binary.llvm_ir_string ? strlen(shader->binary.llvm_ir_string) + 1 : 0;
+
+   /* Refuse to allocate overly large buffers and guard against integer
+    * overflow. */
+   if (shader->binary.elf_size > UINT_MAX / 4 || llvm_ir_size > UINT_MAX / 4)
+      return NULL;
+
+   unsigned size = 4 + /* total size */
+                   4 + /* CRC32 of the data below */
+                   align(sizeof(shader->config), 4) + align(sizeof(shader->info), 4) + 4 +
+                   align(shader->binary.elf_size, 4) + 4 + align(llvm_ir_size, 4);
+   void *buffer = CALLOC(1, size);
+   uint32_t *ptr = (uint32_t *)buffer;
+
+   if (!buffer)
+      return NULL;
+
+   *ptr++ = size;
+   ptr++; /* CRC32 is calculated at the end. */
+
+   ptr = write_data(ptr, &shader->config, sizeof(shader->config));
+   ptr = write_data(ptr, &shader->info, sizeof(shader->info));
+   ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
+   ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
+   assert((char *)ptr - (char *)buffer == size);
+
+   /* Compute CRC32. */
+   ptr = (uint32_t *)buffer;
+   ptr++;
+   *ptr = util_hash_crc32(ptr + 1, size - 8);
+
+   return buffer;
 }
 
 static bool si_load_shader_binary(struct si_shader *shader, void *binary)
 {
-       uint32_t *ptr = (uint32_t*)binary;
-       uint32_t size = *ptr++;
-       uint32_t crc32 = *ptr++;
-       unsigned chunk_size;
-       unsigned elf_size;
-
-       if (util_hash_crc32(ptr, size - 8) != crc32) {
-               fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
-               return false;
-       }
-
-       ptr = read_data(ptr, &shader->config, sizeof(shader->config));
-       ptr = read_data(ptr, &shader->info, sizeof(shader->info));
-       ptr = read_chunk(ptr, (void**)&shader->binary.elf_buffer,
-                        &elf_size);
-       shader->binary.elf_size = elf_size;
-       ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
-
-       return true;
+   uint32_t *ptr = (uint32_t *)binary;
+   uint32_t size = *ptr++;
+   uint32_t crc32 = *ptr++;
+   unsigned chunk_size;
+   unsigned elf_size;
+
+   if (util_hash_crc32(ptr, size - 8) != crc32) {
+      fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
+      return false;
+   }
+
+   ptr = read_data(ptr, &shader->config, sizeof(shader->config));
+   ptr = read_data(ptr, &shader->info, sizeof(shader->info));
+   ptr = read_chunk(ptr, (void **)&shader->binary.elf_buffer, &elf_size);
+   shader->binary.elf_size = elf_size;
+   ptr = read_chunk(ptr, (void **)&shader->binary.llvm_ir_string, &chunk_size);
+
+   return true;
 }
 
 /**
  * Insert a shader into the cache. It's assumed the shader is not in the cache.
  * Use si_shader_cache_load_shader before calling this.
  */
-void si_shader_cache_insert_shader(struct si_screen *sscreen,
-                                  unsigned char ir_sha1_cache_key[20],
-                                  struct si_shader *shader,
-                                  bool insert_into_disk_cache)
-{
-       void *hw_binary;
-       struct hash_entry *entry;
-       uint8_t key[CACHE_KEY_SIZE];
-
-       entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
-       if (entry)
-               return; /* already added */
-
-       hw_binary = si_get_shader_binary(shader);
-       if (!hw_binary)
-               return;
-
-       if (_mesa_hash_table_insert(sscreen->shader_cache,
-                                   mem_dup(ir_sha1_cache_key, 20),
-                                   hw_binary) == NULL) {
-               FREE(hw_binary);
-               return;
-       }
-
-       if (sscreen->disk_shader_cache && insert_into_disk_cache) {
-               disk_cache_compute_key(sscreen->disk_shader_cache,
-                                      ir_sha1_cache_key, 20, key);
-               disk_cache_put(sscreen->disk_shader_cache, key, hw_binary,
-                              *((uint32_t *) hw_binary), NULL);
-       }
-}
-
-bool si_shader_cache_load_shader(struct si_screen *sscreen,
-                                unsigned char ir_sha1_cache_key[20],
-                                struct si_shader *shader)
-{
-       struct hash_entry *entry =
-               _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
-
-       if (entry) {
-               if (si_load_shader_binary(shader, entry->data)) {
-                       p_atomic_inc(&sscreen->num_memory_shader_cache_hits);
-                       return true;
-               }
-       }
-       p_atomic_inc(&sscreen->num_memory_shader_cache_misses);
-
-       if (!sscreen->disk_shader_cache)
-               return false;
-
-       unsigned char sha1[CACHE_KEY_SIZE];
-       disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key,
-                              20, sha1);
-
-       size_t binary_size;
-       uint8_t *buffer = disk_cache_get(sscreen->disk_shader_cache, sha1,
-                                        &binary_size);
-       if (buffer) {
-               if (binary_size >= sizeof(uint32_t) &&
-                   *((uint32_t*)buffer) == binary_size) {
-                       if (si_load_shader_binary(shader, buffer)) {
-                               free(buffer);
-                               si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key,
-                                                             shader, false);
-                               p_atomic_inc(&sscreen->num_disk_shader_cache_hits);
-                               return true;
-                       }
-               } else {
-                       /* Something has gone wrong discard the item from the cache and
-                        * rebuild/link from source.
-                        */
-                       assert(!"Invalid radeonsi shader disk cache item!");
-                       disk_cache_remove(sscreen->disk_shader_cache, sha1);
-               }
-       }
-
-       free(buffer);
-       p_atomic_inc(&sscreen->num_disk_shader_cache_misses);
-       return false;
+void si_shader_cache_insert_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
+                                   struct si_shader *shader, bool insert_into_disk_cache)
+{
+   void *hw_binary;
+   struct hash_entry *entry;
+   uint8_t key[CACHE_KEY_SIZE];
+
+   entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
+   if (entry)
+      return; /* already added */
+
+   hw_binary = si_get_shader_binary(shader);
+   if (!hw_binary)
+      return;
+
+   if (_mesa_hash_table_insert(sscreen->shader_cache, mem_dup(ir_sha1_cache_key, 20), hw_binary) ==
+       NULL) {
+      FREE(hw_binary);
+      return;
+   }
+
+   if (sscreen->disk_shader_cache && insert_into_disk_cache) {
+      disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, key);
+      disk_cache_put(sscreen->disk_shader_cache, key, hw_binary, *((uint32_t *)hw_binary), NULL);
+   }
+}
+
+bool si_shader_cache_load_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
+                                 struct si_shader *shader)
+{
+   struct hash_entry *entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
+
+   if (entry) {
+      if (si_load_shader_binary(shader, entry->data)) {
+         p_atomic_inc(&sscreen->num_memory_shader_cache_hits);
+         return true;
+      }
+   }
+   p_atomic_inc(&sscreen->num_memory_shader_cache_misses);
+
+   if (!sscreen->disk_shader_cache)
+      return false;
+
+   unsigned char sha1[CACHE_KEY_SIZE];
+   disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, sha1);
+
+   size_t binary_size;
+   uint8_t *buffer = disk_cache_get(sscreen->disk_shader_cache, sha1, &binary_size);
+   if (buffer) {
+      if (binary_size >= sizeof(uint32_t) && *((uint32_t *)buffer) == binary_size) {
+         if (si_load_shader_binary(shader, buffer)) {
+            free(buffer);
+            si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, false);
+            p_atomic_inc(&sscreen->num_disk_shader_cache_hits);
+            return true;
+         }
+      } else {
+         /* Something has gone wrong discard the item from the cache and
+          * rebuild/link from source.
+          */
+         assert(!"Invalid radeonsi shader disk cache item!");
+         disk_cache_remove(sscreen->disk_shader_cache, sha1);
+      }
+   }
+
+   free(buffer);
+   p_atomic_inc(&sscreen->num_disk_shader_cache_misses);
+   return false;
 }
 
 static uint32_t si_shader_cache_key_hash(const void *key)
 {
-       /* Take the first dword of SHA1. */
-       return *(uint32_t*)key;
+   /* Take the first dword of SHA1. */
+   return *(uint32_t *)key;
 }
 
 static bool si_shader_cache_key_equals(const void *a, const void *b)
 {
-       /* Compare SHA1s. */
-       return memcmp(a, b, 20) == 0;
+   /* Compare SHA1s. */
+   return memcmp(a, b, 20) == 0;
 }
 
 static void si_destroy_shader_cache_entry(struct hash_entry *entry)
 {
-       FREE((void*)entry->key);
-       FREE(entry->data);
+   FREE((void *)entry->key);
+   FREE(entry->data);
 }
 
 bool si_init_shader_cache(struct si_screen *sscreen)
 {
-       (void) simple_mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
-       sscreen->shader_cache =
-               _mesa_hash_table_create(NULL,
-                                       si_shader_cache_key_hash,
-                                       si_shader_cache_key_equals);
+   (void)simple_mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
+   sscreen->shader_cache =
+      _mesa_hash_table_create(NULL, si_shader_cache_key_hash, si_shader_cache_key_equals);
 
-       return sscreen->shader_cache != NULL;
+   return sscreen->shader_cache != NULL;
 }
 
 void si_destroy_shader_cache(struct si_screen *sscreen)
 {
-       if (sscreen->shader_cache)
-               _mesa_hash_table_destroy(sscreen->shader_cache,
-                                        si_destroy_shader_cache_entry);
-       simple_mtx_destroy(&sscreen->shader_cache_mutex);
+   if (sscreen->shader_cache)
+      _mesa_hash_table_destroy(sscreen->shader_cache, si_destroy_shader_cache_entry);
+   simple_mtx_destroy(&sscreen->shader_cache_mutex);
 }
 
 /* SHADER STATES */
 
-static void si_set_tesseval_regs(struct si_screen *sscreen,
-                                const struct si_shader_selector *tes,
-                                struct si_pm4_state *pm4)
-{
-       const struct si_shader_info *info = &tes->info;
-       unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
-       unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
-       bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
-       bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
-       unsigned type, partitioning, topology, distribution_mode;
-
-       switch (tes_prim_mode) {
-       case PIPE_PRIM_LINES:
-               type = V_028B6C_TESS_ISOLINE;
-               break;
-       case PIPE_PRIM_TRIANGLES:
-               type = V_028B6C_TESS_TRIANGLE;
-               break;
-       case PIPE_PRIM_QUADS:
-               type = V_028B6C_TESS_QUAD;
-               break;
-       default:
-               assert(0);
-               return;
-       }
-
-       switch (tes_spacing) {
-       case PIPE_TESS_SPACING_FRACTIONAL_ODD:
-               partitioning = V_028B6C_PART_FRAC_ODD;
-               break;
-       case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
-               partitioning = V_028B6C_PART_FRAC_EVEN;
-               break;
-       case PIPE_TESS_SPACING_EQUAL:
-               partitioning = V_028B6C_PART_INTEGER;
-               break;
-       default:
-               assert(0);
-               return;
-       }
-
-       if (tes_point_mode)
-               topology = V_028B6C_OUTPUT_POINT;
-       else if (tes_prim_mode == PIPE_PRIM_LINES)
-               topology = V_028B6C_OUTPUT_LINE;
-       else if (tes_vertex_order_cw)
-               /* for some reason, this must be the other way around */
-               topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
-       else
-               topology = V_028B6C_OUTPUT_TRIANGLE_CW;
-
-       if (sscreen->info.has_distributed_tess) {
-               if (sscreen->info.family == CHIP_FIJI ||
-                   sscreen->info.family >= CHIP_POLARIS10)
-                       distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
-               else
-                       distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
-       } else
-               distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
-
-       assert(pm4->shader);
-       pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) |
-                                   S_028B6C_PARTITIONING(partitioning) |
-                                   S_028B6C_TOPOLOGY(topology) |
-                                   S_028B6C_DISTRIBUTION_MODE(distribution_mode);
+static void si_set_tesseval_regs(struct si_screen *sscreen, const struct si_shader_selector *tes,
+                                 struct si_pm4_state *pm4)
+{
+   const struct si_shader_info *info = &tes->info;
+   unsigned tes_prim_mode = info->base.tess.primitive_mode;
+   unsigned tes_spacing = info->base.tess.spacing;
+   bool tes_vertex_order_cw = !info->base.tess.ccw;
+   bool tes_point_mode = info->base.tess.point_mode;
+   unsigned type, partitioning, topology, distribution_mode;
+
+   switch (tes_prim_mode) {
+   case GL_LINES:
+      type = V_028B6C_TESS_ISOLINE;
+      break;
+   case GL_TRIANGLES:
+      type = V_028B6C_TESS_TRIANGLE;
+      break;
+   case GL_QUADS:
+      type = V_028B6C_TESS_QUAD;
+      break;
+   default:
+      assert(0);
+      return;
+   }
+
+   switch (tes_spacing) {
+   case TESS_SPACING_FRACTIONAL_ODD:
+      partitioning = V_028B6C_PART_FRAC_ODD;
+      break;
+   case TESS_SPACING_FRACTIONAL_EVEN:
+      partitioning = V_028B6C_PART_FRAC_EVEN;
+      break;
+   case TESS_SPACING_EQUAL:
+      partitioning = V_028B6C_PART_INTEGER;
+      break;
+   default:
+      assert(0);
+      return;
+   }
+
+   if (tes_point_mode)
+      topology = V_028B6C_OUTPUT_POINT;
+   else if (tes_prim_mode == GL_LINES)
+      topology = V_028B6C_OUTPUT_LINE;
+   else if (tes_vertex_order_cw)
+      /* for some reason, this must be the other way around */
+      topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
+   else
+      topology = V_028B6C_OUTPUT_TRIANGLE_CW;
+
+   if (sscreen->info.has_distributed_tess) {
+      if (sscreen->info.family == CHIP_FIJI || sscreen->info.family >= CHIP_POLARIS10)
+         distribution_mode = V_028B6C_TRAPEZOIDS;
+      else
+         distribution_mode = V_028B6C_DONUTS;
+   } else
+      distribution_mode = V_028B6C_NO_DIST;
+
+   assert(pm4->shader);
+   pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) | S_028B6C_PARTITIONING(partitioning) |
+                               S_028B6C_TOPOLOGY(topology) |
+                               S_028B6C_DISTRIBUTION_MODE(distribution_mode);
 }
 
 /* Polaris needs different VTX_REUSE_DEPTH settings depending on
@@ -409,722 +389,666 @@ static void si_set_tesseval_regs(struct si_screen *sscreen,
  *
  * If "shader" is NULL, it's assumed it's not LS or GS copy shader.
  */
-static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen,
-                                        struct si_shader_selector *sel,
-                                        struct si_shader *shader,
-                                        struct si_pm4_state *pm4)
+static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen, struct si_shader_selector *sel,
+                                         struct si_shader *shader, struct si_pm4_state *pm4)
 {
-       unsigned type = sel->type;
-
-       if (sscreen->info.family < CHIP_POLARIS10 ||
-           sscreen->info.chip_class >= GFX10)
-               return;
-
-       /* VS as VS, or VS as ES: */
-       if ((type == PIPE_SHADER_VERTEX &&
-            (!shader ||
-             (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
-           /* TES as VS, or TES as ES: */
-           type == PIPE_SHADER_TESS_EVAL) {
-               unsigned vtx_reuse_depth = 30;
-
-               if (type == PIPE_SHADER_TESS_EVAL &&
-                   sel->info.properties[TGSI_PROPERTY_TES_SPACING] ==
-                   PIPE_TESS_SPACING_FRACTIONAL_ODD)
-                       vtx_reuse_depth = 14;
-
-               assert(pm4->shader);
-               pm4->shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
-       }
+   if (sscreen->info.family < CHIP_POLARIS10 || sscreen->info.chip_class >= GFX10)
+      return;
+
+   /* VS as VS, or VS as ES: */
+   if ((sel->info.stage == MESA_SHADER_VERTEX &&
+        (!shader || (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
+       /* TES as VS, or TES as ES: */
+       sel->info.stage == MESA_SHADER_TESS_EVAL) {
+      unsigned vtx_reuse_depth = 30;
+
+      if (sel->info.stage == MESA_SHADER_TESS_EVAL &&
+          sel->info.base.tess.spacing == TESS_SPACING_FRACTIONAL_ODD)
+         vtx_reuse_depth = 14;
+
+      assert(pm4->shader);
+      pm4->shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
+   }
 }
 
 static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
 {
-       if (shader->pm4)
-               si_pm4_clear_state(shader->pm4);
-       else
-               shader->pm4 = CALLOC_STRUCT(si_pm4_state);
-
-       if (shader->pm4) {
-               shader->pm4->shader = shader;
-               return shader->pm4;
-       } else {
-               fprintf(stderr, "radeonsi: Failed to create pm4 state.\n");
-               return NULL;
-       }
+   if (shader->pm4)
+      si_pm4_clear_state(shader->pm4);
+   else
+      shader->pm4 = CALLOC_STRUCT(si_pm4_state);
+
+   if (shader->pm4) {
+      shader->pm4->shader = shader;
+      return shader->pm4;
+   } else {
+      fprintf(stderr, "radeonsi: Failed to create pm4 state.\n");
+      return NULL;
+   }
 }
 
 static unsigned si_get_num_vs_user_sgprs(struct si_shader *shader,
-                                        unsigned num_always_on_user_sgprs)
+                                         unsigned num_always_on_user_sgprs)
 {
-       struct si_shader_selector *vs = shader->previous_stage_sel ?
-                       shader->previous_stage_sel : shader->selector;
-       unsigned num_vbos_in_user_sgprs = vs->num_vbos_in_user_sgprs;
+   struct si_shader_selector *vs =
+      shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
+   unsigned num_vbos_in_user_sgprs = vs->num_vbos_in_user_sgprs;
 
-       /* 1 SGPR is reserved for the vertex buffer pointer. */
-       assert(num_always_on_user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST - 1);
+   /* 1 SGPR is reserved for the vertex buffer pointer. */
+   assert(num_always_on_user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST - 1);
 
-       if (num_vbos_in_user_sgprs)
-               return SI_SGPR_VS_VB_DESCRIPTOR_FIRST + num_vbos_in_user_sgprs * 4;
+   if (num_vbos_in_user_sgprs)
+      return SI_SGPR_VS_VB_DESCRIPTOR_FIRST + num_vbos_in_user_sgprs * 4;
 
-       /* Add the pointer to VBO descriptors. */
-       return num_always_on_user_sgprs + 1;
+   /* Add the pointer to VBO descriptors. */
+   return num_always_on_user_sgprs + 1;
 }
 
 /* Return VGPR_COMP_CNT for the API vertex shader. This can be hw LS, LSHS, ES, ESGS, VS. */
-static unsigned si_get_vs_vgpr_comp_cnt(struct si_screen *sscreen,
-                                       struct si_shader *shader, bool legacy_vs_prim_id)
-{
-       assert(shader->selector->type == PIPE_SHADER_VERTEX ||
-              (shader->previous_stage_sel &&
-               shader->previous_stage_sel->type == PIPE_SHADER_VERTEX));
-
-       /* GFX6-9 LS    (VertexID, RelAutoindex,                InstanceID / StepRate0(==1), ...).
-        * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0(==1), VSPrimID,                    ...)
-        * GFX10  LS    (VertexID, RelAutoindex,                UserVGPR1,                   InstanceID).
-        * GFX10  ES,VS (VertexID, UserVGPR0,                   UserVGPR1 or VSPrimID,       UserVGPR2 or InstanceID)
-        */
-       bool is_ls = shader->selector->type == PIPE_SHADER_TESS_CTRL || shader->key.as_ls;
-
-       if (sscreen->info.chip_class >= GFX10 && shader->info.uses_instanceid)
-               return 3;
-       else if ((is_ls && shader->info.uses_instanceid) || legacy_vs_prim_id)
-               return 2;
-       else if (is_ls || shader->info.uses_instanceid)
-               return 1;
-       else
-               return 0;
+static unsigned si_get_vs_vgpr_comp_cnt(struct si_screen *sscreen, struct si_shader *shader,
+                                        bool legacy_vs_prim_id)
+{
+   assert(shader->selector->info.stage == MESA_SHADER_VERTEX ||
+          (shader->previous_stage_sel && shader->previous_stage_sel->info.stage == MESA_SHADER_VERTEX));
+
+   /* GFX6-9 LS    (VertexID, RelAutoindex,                InstanceID / StepRate0(==1), ...).
+    * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0(==1), VSPrimID,                    ...)
+    * GFX10  LS    (VertexID, RelAutoindex,                UserVGPR1,                   InstanceID).
+    * GFX10  ES,VS (VertexID, UserVGPR0,                   UserVGPR1 or VSPrimID,       UserVGPR2 or
+    * InstanceID)
+    */
+   bool is_ls = shader->selector->info.stage == MESA_SHADER_TESS_CTRL || shader->key.as_ls;
+
+   if (sscreen->info.chip_class >= GFX10 && shader->info.uses_instanceid)
+      return 3;
+   else if ((is_ls && shader->info.uses_instanceid) || legacy_vs_prim_id)
+      return 2;
+   else if (is_ls || shader->info.uses_instanceid)
+      return 1;
+   else
+      return 0;
 }
 
 static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
 {
-       struct si_pm4_state *pm4;
-       uint64_t va;
+   struct si_pm4_state *pm4;
+   uint64_t va;
 
-       assert(sscreen->info.chip_class <= GFX8);
+   assert(sscreen->info.chip_class <= GFX8);
 
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
 
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
+   va = shader->bo->gpu_address;
+   si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+   si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
 
-       si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
-       si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
-
-       shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
-                          S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
-                          S_00B528_VGPR_COMP_CNT(si_get_vs_vgpr_comp_cnt(sscreen, shader, false)) |
-                          S_00B528_DX10_CLAMP(1) |
-                          S_00B528_FLOAT_MODE(shader->config.float_mode);
-       shader->config.rsrc2 = S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR)) |
-                          S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+   shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
+                          S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
+                          S_00B528_VGPR_COMP_CNT(si_get_vs_vgpr_comp_cnt(sscreen, shader, false)) |
+                          S_00B528_DX10_CLAMP(1) | S_00B528_FLOAT_MODE(shader->config.float_mode);
+   shader->config.rsrc2 =
+      S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR)) |
+      S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
 }
 
 static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
 {
-       struct si_pm4_state *pm4;
-       uint64_t va;
-
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
-       if (sscreen->info.chip_class >= GFX9) {
-               if (sscreen->info.chip_class >= GFX10) {
-                       si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
-                       si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
-               } else {
-                       si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
-                       si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
-               }
-
-               unsigned num_user_sgprs =
-                       si_get_num_vs_user_sgprs(shader, GFX9_TCS_NUM_USER_SGPR);
-
-               shader->config.rsrc2 =
-                       S_00B42C_USER_SGPR(num_user_sgprs) |
-                       S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
-               if (sscreen->info.chip_class >= GFX10)
-                       shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
-               else
-                       shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
-       } else {
-               si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
-               si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
-
-               shader->config.rsrc2 =
-                       S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) |
-                       S_00B42C_OC_LDS_EN(1) |
-                       S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-       }
-
-       si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
-                      S_00B428_VGPRS((shader->config.num_vgprs - 1) /
-                                     (sscreen->ge_wave_size == 32 ? 8 : 4)) |
-                      (sscreen->info.chip_class <= GFX9 ?
-                               S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) : 0) |
-                      S_00B428_DX10_CLAMP(1) |
-                      S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
-                      S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
-                      S_00B428_FLOAT_MODE(shader->config.float_mode) |
-                      S_00B428_LS_VGPR_COMP_CNT(sscreen->info.chip_class >= GFX9 ?
-                                                si_get_vs_vgpr_comp_cnt(sscreen, shader, false) : 0));
-
-       if (sscreen->info.chip_class <= GFX8) {
-               si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
-                              shader->config.rsrc2);
-       }
+   struct si_pm4_state *pm4;
+   uint64_t va;
+
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   va = shader->bo->gpu_address;
+
+   if (sscreen->info.chip_class >= GFX9) {
+      if (sscreen->info.chip_class >= GFX10) {
+         si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+         si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
+      } else {
+         si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
+         si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+      }
+
+      unsigned num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_TCS_NUM_USER_SGPR);
+
+      shader->config.rsrc2 = S_00B42C_USER_SGPR(num_user_sgprs) |
+                             S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+      if (sscreen->info.chip_class >= GFX10)
+         shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+      else
+         shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+   } else {
+      si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
+      si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
+
+      shader->config.rsrc2 = S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) | S_00B42C_OC_LDS_EN(1) |
+                             S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+   }
+
+   si_pm4_set_reg(
+      pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
+      S_00B428_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+         (sscreen->info.chip_class <= GFX9 ? S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8)
+                                           : 0) |
+         S_00B428_DX10_CLAMP(1) | S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+         S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
+         S_00B428_FLOAT_MODE(shader->config.float_mode) |
+         S_00B428_LS_VGPR_COMP_CNT(sscreen->info.chip_class >= GFX9
+                                      ? si_get_vs_vgpr_comp_cnt(sscreen, shader, false)
+                                      : 0));
+
+   if (sscreen->info.chip_class <= GFX8) {
+      si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS, shader->config.rsrc2);
+   }
 }
 
 static void si_emit_shader_es(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.es->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   struct si_shader *shader = sctx->queued.named.es->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-       if (!shader)
-               return;
+   if (!shader)
+      return;
 
-       radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
-                                  SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
-                                  shader->selector->esgs_itemsize / 4);
+   radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+                              SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+                              shader->selector->esgs_itemsize / 4);
 
-       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
-               radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
-                                          SI_TRACKED_VGT_TF_PARAM,
-                                          shader->vgt_tf_param);
+   if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL)
+      radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+                                 shader->vgt_tf_param);
 
-       if (shader->vgt_vertex_reuse_block_cntl)
-               radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                          SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                          shader->vgt_vertex_reuse_block_cntl);
+   if (shader->vgt_vertex_reuse_block_cntl)
+      radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                 shader->vgt_vertex_reuse_block_cntl);
 
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
 }
 
 static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
 {
-       struct si_pm4_state *pm4;
-       unsigned num_user_sgprs;
-       unsigned vgpr_comp_cnt;
-       uint64_t va;
-       unsigned oc_lds_en;
-
-       assert(sscreen->info.chip_class <= GFX8);
-
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       pm4->atom.emit = si_emit_shader_es;
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
-       if (shader->selector->type == PIPE_SHADER_VERTEX) {
-               vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
-               num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
-       } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
-               vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
-               num_user_sgprs = SI_TES_NUM_USER_SGPR;
-       } else
-               unreachable("invalid shader selector type");
-
-       oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
-
-       si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
-       si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
-       si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
-                      S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
-                      S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
-                      S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
-                      S_00B328_DX10_CLAMP(1) |
-                      S_00B328_FLOAT_MODE(shader->config.float_mode));
-       si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
-                      S_00B32C_USER_SGPR(num_user_sgprs) |
-                      S_00B32C_OC_LDS_EN(oc_lds_en) |
-                      S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
-
-       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
-               si_set_tesseval_regs(sscreen, shader->selector, pm4);
-
-       polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
-}
-
-void gfx9_get_gs_info(struct si_shader_selector *es,
-                     struct si_shader_selector *gs,
-                     struct gfx9_gs_info *out)
-{
-       unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
-       unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
-       bool uses_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
-                             input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
-
-       /* All these are in dwords: */
-       /* We can't allow using the whole LDS, because GS waves compete with
-        * other shader stages for LDS space. */
-       const unsigned max_lds_size = 8 * 1024;
-       const unsigned esgs_itemsize = es->esgs_itemsize / 4;
-       unsigned esgs_lds_size;
-
-       /* All these are per subgroup: */
-       const unsigned max_out_prims = 32 * 1024;
-       const unsigned max_es_verts = 255;
-       const unsigned ideal_gs_prims = 64;
-       unsigned max_gs_prims, gs_prims;
-       unsigned min_es_verts, es_verts, worst_case_es_verts;
-
-       if (uses_adjacency || gs_num_invocations > 1)
-               max_gs_prims = 127 / gs_num_invocations;
-       else
-               max_gs_prims = 255;
-
-       /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
-        * Make sure we don't go over the maximum value.
-        */
-       if (gs->gs_max_out_vertices > 0) {
-               max_gs_prims = MIN2(max_gs_prims,
-                                   max_out_prims /
-                                   (gs->gs_max_out_vertices * gs_num_invocations));
-       }
-       assert(max_gs_prims > 0);
-
-       /* If the primitive has adjacency, halve the number of vertices
-        * that will be reused in multiple primitives.
-        */
-       min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
-
-       gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
-       worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
-
-       /* Compute ESGS LDS size based on the worst case number of ES vertices
-        * needed to create the target number of GS prims per subgroup.
-        */
-       esgs_lds_size = esgs_itemsize * worst_case_es_verts;
-
-       /* If total LDS usage is too big, refactor partitions based on ratio
-        * of ESGS item sizes.
-        */
-       if (esgs_lds_size > max_lds_size) {
-               /* Our target GS Prims Per Subgroup was too large. Calculate
-                * the maximum number of GS Prims Per Subgroup that will fit
-                * into LDS, capped by the maximum that the hardware can support.
-                */
-               gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)),
-                               max_gs_prims);
-               assert(gs_prims > 0);
-               worst_case_es_verts = MIN2(min_es_verts * gs_prims,
-                                          max_es_verts);
-
-               esgs_lds_size = esgs_itemsize * worst_case_es_verts;
-               assert(esgs_lds_size <= max_lds_size);
-       }
-
-       /* Now calculate remaining ESGS information. */
-       if (esgs_lds_size)
-               es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
-       else
-               es_verts = max_es_verts;
-
-       /* Vertices for adjacency primitives are not always reused, so restore
-        * it for ES_VERTS_PER_SUBGRP.
-        */
-       min_es_verts = gs->gs_input_verts_per_prim;
-
-       /* For normal primitives, the VGT only checks if they are past the ES
-        * verts per subgroup after allocating a full GS primitive and if they
-        * are, kick off a new subgroup.  But if those additional ES verts are
-        * unique (e.g. not reused) we need to make sure there is enough LDS
-        * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
-        */
-       es_verts -= min_es_verts - 1;
-
-       out->es_verts_per_subgroup = es_verts;
-       out->gs_prims_per_subgroup = gs_prims;
-       out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
-       out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
-                                     gs->gs_max_out_vertices;
-       out->esgs_ring_size = 4 * esgs_lds_size;
-
-       assert(out->max_prims_per_subgroup <= max_out_prims);
+   struct si_pm4_state *pm4;
+   unsigned num_user_sgprs;
+   unsigned vgpr_comp_cnt;
+   uint64_t va;
+   unsigned oc_lds_en;
+
+   assert(sscreen->info.chip_class <= GFX8);
+
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   pm4->atom.emit = si_emit_shader_es;
+   va = shader->bo->gpu_address;
+
+   if (shader->selector->info.stage == MESA_SHADER_VERTEX) {
+      vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+      num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
+   } else if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL) {
+      vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
+      num_user_sgprs = SI_TES_NUM_USER_SGPR;
+   } else
+      unreachable("invalid shader selector type");
+
+   oc_lds_en = shader->selector->info.stage == MESA_SHADER_TESS_EVAL ? 1 : 0;
+
+   si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+   si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
+   si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
+                  S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
+                     S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
+                     S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B328_DX10_CLAMP(1) |
+                     S_00B328_FLOAT_MODE(shader->config.float_mode));
+   si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
+                  S_00B32C_USER_SGPR(num_user_sgprs) | S_00B32C_OC_LDS_EN(oc_lds_en) |
+                     S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+
+   if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL)
+      si_set_tesseval_regs(sscreen, shader->selector, pm4);
+
+   polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
+}
+
+void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
+                      struct gfx9_gs_info *out)
+{
+   unsigned gs_num_invocations = MAX2(gs->info.base.gs.invocations, 1);
+   unsigned input_prim = gs->info.base.gs.input_primitive;
+   bool uses_adjacency =
+      input_prim >= PIPE_PRIM_LINES_ADJACENCY && input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
+
+   /* All these are in dwords: */
+   /* We can't allow using the whole LDS, because GS waves compete with
+    * other shader stages for LDS space. */
+   const unsigned max_lds_size = 8 * 1024;
+   const unsigned esgs_itemsize = es->esgs_itemsize / 4;
+   unsigned esgs_lds_size;
+
+   /* All these are per subgroup: */
+   const unsigned max_out_prims = 32 * 1024;
+   const unsigned max_es_verts = 255;
+   const unsigned ideal_gs_prims = 64;
+   unsigned max_gs_prims, gs_prims;
+   unsigned min_es_verts, es_verts, worst_case_es_verts;
+
+   if (uses_adjacency || gs_num_invocations > 1)
+      max_gs_prims = 127 / gs_num_invocations;
+   else
+      max_gs_prims = 255;
+
+   /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
+    * Make sure we don't go over the maximum value.
+    */
+   if (gs->info.base.gs.vertices_out > 0) {
+      max_gs_prims =
+         MIN2(max_gs_prims, max_out_prims / (gs->info.base.gs.vertices_out * gs_num_invocations));
+   }
+   assert(max_gs_prims > 0);
+
+   /* If the primitive has adjacency, halve the number of vertices
+    * that will be reused in multiple primitives.
+    */
+   min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
+
+   gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
+   worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
+
+   /* Compute ESGS LDS size based on the worst case number of ES vertices
+    * needed to create the target number of GS prims per subgroup.
+    */
+   esgs_lds_size = esgs_itemsize * worst_case_es_verts;
+
+   /* If total LDS usage is too big, refactor partitions based on ratio
+    * of ESGS item sizes.
+    */
+   if (esgs_lds_size > max_lds_size) {
+      /* Our target GS Prims Per Subgroup was too large. Calculate
+       * the maximum number of GS Prims Per Subgroup that will fit
+       * into LDS, capped by the maximum that the hardware can support.
+       */
+      gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)), max_gs_prims);
+      assert(gs_prims > 0);
+      worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
+
+      esgs_lds_size = esgs_itemsize * worst_case_es_verts;
+      assert(esgs_lds_size <= max_lds_size);
+   }
+
+   /* Now calculate remaining ESGS information. */
+   if (esgs_lds_size)
+      es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
+   else
+      es_verts = max_es_verts;
+
+   /* Vertices for adjacency primitives are not always reused, so restore
+    * it for ES_VERTS_PER_SUBGRP.
+    */
+   min_es_verts = gs->gs_input_verts_per_prim;
+
+   /* For normal primitives, the VGT only checks if they are past the ES
+    * verts per subgroup after allocating a full GS primitive and if they
+    * are, kick off a new subgroup.  But if those additional ES verts are
+    * unique (e.g. not reused) we need to make sure there is enough LDS
+    * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
+    */
+   es_verts -= min_es_verts - 1;
+
+   out->es_verts_per_subgroup = es_verts;
+   out->gs_prims_per_subgroup = gs_prims;
+   out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
+   out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup * gs->info.base.gs.vertices_out;
+   out->esgs_ring_size = esgs_lds_size;
+
+   assert(out->max_prims_per_subgroup <= max_out_prims);
 }
 
 static void si_emit_shader_gs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.gs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
-       if (!shader)
-               return;
-
-       /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
-        * R_028A68_VGT_GSVS_RING_OFFSET_3 */
-       radeon_opt_set_context_reg3(sctx, R_028A60_VGT_GSVS_RING_OFFSET_1,
-                                   SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
-                                   shader->ctx_reg.gs.vgt_gsvs_ring_offset_1,
-                                   shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
-                                   shader->ctx_reg.gs.vgt_gsvs_ring_offset_3);
-
-       /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
-       radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
-                                  SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
-                                  shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
-
-       /* R_028B38_VGT_GS_MAX_VERT_OUT */
-       radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
-                                  SI_TRACKED_VGT_GS_MAX_VERT_OUT,
-                                  shader->ctx_reg.gs.vgt_gs_max_vert_out);
-
-       /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
-        * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
-       radeon_opt_set_context_reg4(sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE,
-                                   SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
-                                   shader->ctx_reg.gs.vgt_gs_vert_itemsize,
-                                   shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
-                                   shader->ctx_reg.gs.vgt_gs_vert_itemsize_2,
-                                   shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
-
-       /* R_028B90_VGT_GS_INSTANCE_CNT */
-       radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT,
-                                  SI_TRACKED_VGT_GS_INSTANCE_CNT,
-                                  shader->ctx_reg.gs.vgt_gs_instance_cnt);
-
-       if (sctx->chip_class >= GFX9) {
-               /* R_028A44_VGT_GS_ONCHIP_CNTL */
-               radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
-                                          SI_TRACKED_VGT_GS_ONCHIP_CNTL,
-                                          shader->ctx_reg.gs.vgt_gs_onchip_cntl);
-               /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
-               radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
-                                          SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
-                                          shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
-               /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
-               radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
-                                          SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
-                                          shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
-
-               if (shader->key.part.gs.es->type == PIPE_SHADER_TESS_EVAL)
-                       radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
-                                                  SI_TRACKED_VGT_TF_PARAM,
-                                                  shader->vgt_tf_param);
-               if (shader->vgt_vertex_reuse_block_cntl)
-                       radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                                  SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                                  shader->vgt_vertex_reuse_block_cntl);
-       }
-
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
+   struct si_shader *shader = sctx->queued.named.gs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+
+   if (!shader)
+      return;
+
+   /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
+    * R_028A68_VGT_GSVS_RING_OFFSET_3 */
+   radeon_opt_set_context_reg3(
+      sctx, R_028A60_VGT_GSVS_RING_OFFSET_1, SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
+      shader->ctx_reg.gs.vgt_gsvs_ring_offset_1, shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
+      shader->ctx_reg.gs.vgt_gsvs_ring_offset_3);
+
+   /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
+   radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
+                              SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
+                              shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
+
+   /* R_028B38_VGT_GS_MAX_VERT_OUT */
+   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+                              shader->ctx_reg.gs.vgt_gs_max_vert_out);
+
+   /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
+    * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
+   radeon_opt_set_context_reg4(
+      sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE, SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
+      shader->ctx_reg.gs.vgt_gs_vert_itemsize, shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
+      shader->ctx_reg.gs.vgt_gs_vert_itemsize_2, shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
+
+   /* R_028B90_VGT_GS_INSTANCE_CNT */
+   radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
+                              shader->ctx_reg.gs.vgt_gs_instance_cnt);
+
+   if (sctx->chip_class >= GFX9) {
+      /* R_028A44_VGT_GS_ONCHIP_CNTL */
+      radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+                                 shader->ctx_reg.gs.vgt_gs_onchip_cntl);
+      /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
+      radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
+                                 SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
+                                 shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
+      /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
+      radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+                                 SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+                                 shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
+
+      if (shader->key.part.gs.es->info.stage == MESA_SHADER_TESS_EVAL)
+         radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+                                    shader->vgt_tf_param);
+      if (shader->vgt_vertex_reuse_block_cntl)
+         radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                    SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                    shader->vgt_vertex_reuse_block_cntl);
+   }
+
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
 }
 
 static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
 {
-       struct si_shader_selector *sel = shader->selector;
-       const ubyte *num_components = sel->info.num_stream_output_components;
-       unsigned gs_num_invocations = sel->gs_num_invocations;
-       struct si_pm4_state *pm4;
-       uint64_t va;
-       unsigned max_stream = sel->max_gs_stream;
-       unsigned offset;
-
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       pm4->atom.emit = si_emit_shader_gs;
-
-       offset = num_components[0] * sel->gs_max_out_vertices;
-       shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
-
-       if (max_stream >= 1)
-               offset += num_components[1] * sel->gs_max_out_vertices;
-       shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
-
-       if (max_stream >= 2)
-               offset += num_components[2] * sel->gs_max_out_vertices;
-       shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
-
-       if (max_stream >= 3)
-               offset += num_components[3] * sel->gs_max_out_vertices;
-       shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
-
-       /* The GSVS_RING_ITEMSIZE register takes 15 bits */
-       assert(offset < (1 << 15));
-
-       shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->gs_max_out_vertices;
-
-       shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
-       shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 1) ? num_components[1] : 0;
-       shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 2) ? num_components[2] : 0;
-       shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 3) ? num_components[3] : 0;
-
-       shader->ctx_reg.gs.vgt_gs_instance_cnt = S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
-                                                S_028B90_ENABLE(gs_num_invocations > 0);
-
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
-       if (sscreen->info.chip_class >= GFX9) {
-               unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
-               unsigned es_type = shader->key.part.gs.es->type;
-               unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
-
-               if (es_type == PIPE_SHADER_VERTEX) {
-                       es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
-               } else if (es_type == PIPE_SHADER_TESS_EVAL)
-                       es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
-               else
-                       unreachable("invalid shader selector type");
-
-               /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
-                * VGPR[0:4] are always loaded.
-                */
-               if (sel->info.uses_invocationid)
-                       gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
-               else if (sel->info.uses_primid)
-                       gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
-               else if (input_prim >= PIPE_PRIM_TRIANGLES)
-                       gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
-               else
-                       gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
-
-               unsigned num_user_sgprs;
-               if (es_type == PIPE_SHADER_VERTEX)
-                       num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
-               else
-                       num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
-
-               if (sscreen->info.chip_class >= GFX10) {
-                       si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
-                       si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
-               } else {
-                       si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
-                       si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
-               }
-
-               uint32_t rsrc1 =
-                       S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
-                       S_00B228_DX10_CLAMP(1) |
-                       S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
-                       S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
-                       S_00B228_FLOAT_MODE(shader->config.float_mode) |
-                       S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
-               uint32_t rsrc2 =
-                       S_00B22C_USER_SGPR(num_user_sgprs) |
-                       S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
-                       S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
-                       S_00B22C_LDS_SIZE(shader->config.lds_size) |
-                       S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
-               if (sscreen->info.chip_class >= GFX10) {
-                       rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
-               } else {
-                       rsrc1 |= S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8);
-                       rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
-               }
-
-               si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, rsrc1);
-               si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, rsrc2);
-
-               if (sscreen->info.chip_class >= GFX10) {
-                       si_pm4_set_reg(pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
-                                      S_00B204_CU_EN(0xffff) |
-                                      S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(0));
-               }
-
-               shader->ctx_reg.gs.vgt_gs_onchip_cntl =
-                       S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
-                       S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
-                       S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
-               shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
-                       S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
-               shader->ctx_reg.gs.vgt_esgs_ring_itemsize =
-                       shader->key.part.gs.es->esgs_itemsize / 4;
-
-               if (es_type == PIPE_SHADER_TESS_EVAL)
-                       si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
-
-               polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es,
-                                            NULL, pm4);
-       } else {
-               si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
-               si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, S_00B224_MEM_BASE(va >> 40));
-
-               si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
-                              S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
-                              S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
-                              S_00B228_DX10_CLAMP(1) |
-                              S_00B228_FLOAT_MODE(shader->config.float_mode));
-               si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
-                              S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
-                              S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
-       }
+   struct si_shader_selector *sel = shader->selector;
+   const ubyte *num_components = sel->info.num_stream_output_components;
+   unsigned gs_num_invocations = sel->info.base.gs.invocations;
+   struct si_pm4_state *pm4;
+   uint64_t va;
+   unsigned max_stream = util_last_bit(sel->info.base.gs.active_stream_mask);
+   unsigned offset;
+
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   pm4->atom.emit = si_emit_shader_gs;
+
+   offset = num_components[0] * sel->info.base.gs.vertices_out;
+   shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
+
+   if (max_stream >= 2)
+      offset += num_components[1] * sel->info.base.gs.vertices_out;
+   shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
+
+   if (max_stream >= 3)
+      offset += num_components[2] * sel->info.base.gs.vertices_out;
+   shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
+
+   if (max_stream >= 4)
+      offset += num_components[3] * sel->info.base.gs.vertices_out;
+   shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
+
+   /* The GSVS_RING_ITEMSIZE register takes 15 bits */
+   assert(offset < (1 << 15));
+
+   shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->info.base.gs.vertices_out;
+
+   shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
+   shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 2) ? num_components[1] : 0;
+   shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 3) ? num_components[2] : 0;
+   shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 4) ? num_components[3] : 0;
+
+   shader->ctx_reg.gs.vgt_gs_instance_cnt =
+      S_028B90_CNT(MIN2(gs_num_invocations, 127)) | S_028B90_ENABLE(gs_num_invocations > 0);
+
+   va = shader->bo->gpu_address;
+
+   if (sscreen->info.chip_class >= GFX9) {
+      unsigned input_prim = sel->info.base.gs.input_primitive;
+      gl_shader_stage es_stage = shader->key.part.gs.es->info.stage;
+      unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
+
+      if (es_stage == MESA_SHADER_VERTEX) {
+         es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+      } else if (es_stage == MESA_SHADER_TESS_EVAL)
+         es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
+      else
+         unreachable("invalid shader selector type");
+
+      /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
+       * VGPR[0:4] are always loaded.
+       */
+      if (sel->info.uses_invocationid)
+         gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
+      else if (sel->info.uses_primid)
+         gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+      else if (input_prim >= PIPE_PRIM_TRIANGLES)
+         gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
+      else
+         gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
+
+      unsigned num_user_sgprs;
+      if (es_stage == MESA_SHADER_VERTEX)
+         num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
+      else
+         num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
+
+      if (sscreen->info.chip_class >= GFX10) {
+         si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+         si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
+      } else {
+         si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
+         si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
+      }
+
+      uint32_t rsrc1 = S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) | S_00B228_DX10_CLAMP(1) |
+                       S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+                       S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
+                       S_00B228_FLOAT_MODE(shader->config.float_mode) |
+                       S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
+      uint32_t rsrc2 = S_00B22C_USER_SGPR(num_user_sgprs) |
+                       S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
+                       S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL) |
+                       S_00B22C_LDS_SIZE(shader->config.lds_size) |
+                       S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+      if (sscreen->info.chip_class >= GFX10) {
+         rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+      } else {
+         rsrc1 |= S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8);
+         rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+      }
+
+      si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, rsrc1);
+      si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, rsrc2);
+
+      if (sscreen->info.chip_class >= GFX10) {
+         si_pm4_set_reg(pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
+                        S_00B204_CU_EN(0xffff) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(0));
+      }
+
+      shader->ctx_reg.gs.vgt_gs_onchip_cntl =
+         S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
+         S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
+         S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
+      shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
+         S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
+      shader->ctx_reg.gs.vgt_esgs_ring_itemsize = shader->key.part.gs.es->esgs_itemsize / 4;
+
+      if (es_stage == MESA_SHADER_TESS_EVAL)
+         si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
+
+      polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es, NULL, pm4);
+   } else {
+      si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
+      si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, S_00B224_MEM_BASE(va >> 40));
+
+      si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
+                     S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
+                        S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
+                        S_00B228_DX10_CLAMP(1) | S_00B228_FLOAT_MODE(shader->config.float_mode));
+      si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
+                     S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
+                        S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+   }
 }
 
 static void gfx10_emit_ge_pc_alloc(struct si_context *sctx, unsigned value)
 {
-       enum si_tracked_reg reg = SI_TRACKED_GE_PC_ALLOC;
+   enum si_tracked_reg reg = SI_TRACKED_GE_PC_ALLOC;
 
-       if (((sctx->tracked_regs.reg_saved >> reg) & 0x1) != 0x1 ||
-           sctx->tracked_regs.reg_value[reg] != value) {
-               struct radeon_cmdbuf *cs = sctx->gfx_cs;
+   if (((sctx->tracked_regs.reg_saved >> reg) & 0x1) != 0x1 ||
+       sctx->tracked_regs.reg_value[reg] != value) {
+      struct radeon_cmdbuf *cs = sctx->gfx_cs;
 
-               if (sctx->family == CHIP_NAVI10 ||
-                   sctx->family == CHIP_NAVI12 ||
-                   sctx->family == CHIP_NAVI14) {
-                       /* SQ_NON_EVENT must be emitted before GE_PC_ALLOC is written. */
-                       radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
-                       radeon_emit(cs, EVENT_TYPE(V_028A90_SQ_NON_EVENT) | EVENT_INDEX(0));
-               }
+      if (sctx->chip_class == GFX10) {
+         /* SQ_NON_EVENT must be emitted before GE_PC_ALLOC is written. */
+         radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
+         radeon_emit(cs, EVENT_TYPE(V_028A90_SQ_NON_EVENT) | EVENT_INDEX(0));
+      }
 
-               radeon_set_uconfig_reg(cs, R_030980_GE_PC_ALLOC, value);
+      radeon_set_uconfig_reg(cs, R_030980_GE_PC_ALLOC, value);
 
-               sctx->tracked_regs.reg_saved |= 0x1ull << reg;
-               sctx->tracked_regs.reg_value[reg] = value;
-       }
+      sctx->tracked_regs.reg_saved |= 0x1ull << reg;
+      sctx->tracked_regs.reg_value[reg] = value;
+   }
 }
 
 /* Common tail code for NGG primitive shaders. */
-static void gfx10_emit_shader_ngg_tail(struct si_context *sctx,
-                                      struct si_shader *shader,
-                                      unsigned initial_cdw)
-{
-       radeon_opt_set_context_reg(sctx, R_0287FC_GE_MAX_OUTPUT_PER_SUBGROUP,
-                                  SI_TRACKED_GE_MAX_OUTPUT_PER_SUBGROUP,
-                                  shader->ctx_reg.ngg.ge_max_output_per_subgroup);
-       radeon_opt_set_context_reg(sctx, R_028B4C_GE_NGG_SUBGRP_CNTL,
-                                  SI_TRACKED_GE_NGG_SUBGRP_CNTL,
-                                  shader->ctx_reg.ngg.ge_ngg_subgrp_cntl);
-       radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN,
-                                  SI_TRACKED_VGT_PRIMITIVEID_EN,
-                                  shader->ctx_reg.ngg.vgt_primitiveid_en);
-       radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
-                                  SI_TRACKED_VGT_GS_ONCHIP_CNTL,
-                                  shader->ctx_reg.ngg.vgt_gs_onchip_cntl);
-       radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT,
-                                  SI_TRACKED_VGT_GS_INSTANCE_CNT,
-                                  shader->ctx_reg.ngg.vgt_gs_instance_cnt);
-       radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
-                                  SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
-                                  shader->ctx_reg.ngg.vgt_esgs_ring_itemsize);
-       radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG,
-                                  SI_TRACKED_SPI_VS_OUT_CONFIG,
-                                  shader->ctx_reg.ngg.spi_vs_out_config);
-       radeon_opt_set_context_reg2(sctx, R_028708_SPI_SHADER_IDX_FORMAT,
-                                  SI_TRACKED_SPI_SHADER_IDX_FORMAT,
-                                  shader->ctx_reg.ngg.spi_shader_idx_format,
-                                  shader->ctx_reg.ngg.spi_shader_pos_format);
-       radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
-                                  SI_TRACKED_PA_CL_VTE_CNTL,
-                                  shader->ctx_reg.ngg.pa_cl_vte_cntl);
-       radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL,
-                                  SI_TRACKED_PA_CL_NGG_CNTL,
-                                  shader->ctx_reg.ngg.pa_cl_ngg_cntl);
-
-       radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
-                                      SI_TRACKED_PA_CL_VS_OUT_CNTL__VS,
-                                      shader->pa_cl_vs_out_cntl,
-                                      SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
-
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
-
-       /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
-       gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.ngg.ge_pc_alloc);
+static void gfx10_emit_shader_ngg_tail(struct si_context *sctx, struct si_shader *shader,
+                                       unsigned initial_cdw)
+{
+   radeon_opt_set_context_reg(sctx, R_0287FC_GE_MAX_OUTPUT_PER_SUBGROUP,
+                              SI_TRACKED_GE_MAX_OUTPUT_PER_SUBGROUP,
+                              shader->ctx_reg.ngg.ge_max_output_per_subgroup);
+   radeon_opt_set_context_reg(sctx, R_028B4C_GE_NGG_SUBGRP_CNTL, SI_TRACKED_GE_NGG_SUBGRP_CNTL,
+                              shader->ctx_reg.ngg.ge_ngg_subgrp_cntl);
+   radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
+                              shader->ctx_reg.ngg.vgt_primitiveid_en);
+   radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+                              shader->ctx_reg.ngg.vgt_gs_onchip_cntl);
+   radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
+                              shader->ctx_reg.ngg.vgt_gs_instance_cnt);
+   radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+                              SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+                              shader->ctx_reg.ngg.vgt_esgs_ring_itemsize);
+   radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
+                              shader->ctx_reg.ngg.spi_vs_out_config);
+   radeon_opt_set_context_reg2(
+      sctx, R_028708_SPI_SHADER_IDX_FORMAT, SI_TRACKED_SPI_SHADER_IDX_FORMAT,
+      shader->ctx_reg.ngg.spi_shader_idx_format, shader->ctx_reg.ngg.spi_shader_pos_format);
+   radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
+                              shader->ctx_reg.ngg.pa_cl_vte_cntl);
+   radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL, SI_TRACKED_PA_CL_NGG_CNTL,
+                              shader->ctx_reg.ngg.pa_cl_ngg_cntl);
+
+   radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
+                                  SI_TRACKED_PA_CL_VS_OUT_CNTL__VS, shader->pa_cl_vs_out_cntl,
+                                  SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
+
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
+
+   /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
+   gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.ngg.ge_pc_alloc);
 }
 
 static void gfx10_emit_shader_ngg_notess_nogs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.gs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   struct si_shader *shader = sctx->queued.named.gs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-       if (!shader)
-               return;
+   if (!shader)
+      return;
 
-       gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+   gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
 }
 
 static void gfx10_emit_shader_ngg_tess_nogs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.gs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   struct si_shader *shader = sctx->queued.named.gs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-       if (!shader)
-               return;
+   if (!shader)
+      return;
 
-       radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
-                                  SI_TRACKED_VGT_TF_PARAM,
-                                  shader->vgt_tf_param);
+   radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+                              shader->vgt_tf_param);
 
-       gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+   gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
 }
 
 static void gfx10_emit_shader_ngg_notess_gs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.gs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   struct si_shader *shader = sctx->queued.named.gs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-       if (!shader)
-               return;
+   if (!shader)
+      return;
 
-       radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
-                                  SI_TRACKED_VGT_GS_MAX_VERT_OUT,
-                                  shader->ctx_reg.ngg.vgt_gs_max_vert_out);
+   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+                              shader->ctx_reg.ngg.vgt_gs_max_vert_out);
 
-       gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+   gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
 }
 
 static void gfx10_emit_shader_ngg_tess_gs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.gs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   struct si_shader *shader = sctx->queued.named.gs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-       if (!shader)
-               return;
+   if (!shader)
+      return;
 
-       radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
-                                  SI_TRACKED_VGT_GS_MAX_VERT_OUT,
-                                  shader->ctx_reg.ngg.vgt_gs_max_vert_out);
-       radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
-                                  SI_TRACKED_VGT_TF_PARAM,
-                                  shader->vgt_tf_param);
+   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+                              shader->ctx_reg.ngg.vgt_gs_max_vert_out);
+   radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+                              shader->vgt_tf_param);
 
-       gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+   gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
 }
 
 unsigned si_get_input_prim(const struct si_shader_selector *gs)
 {
-       if (gs->type == PIPE_SHADER_GEOMETRY)
-               return gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
-
-       if (gs->type == PIPE_SHADER_TESS_EVAL) {
-               if (gs->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
-                       return PIPE_PRIM_POINTS;
-               if (gs->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
-                       return PIPE_PRIM_LINES;
-               return PIPE_PRIM_TRIANGLES;
-       }
-
-       /* TODO: Set this correctly if the primitive type is set in the shader key. */
-       return PIPE_PRIM_TRIANGLES; /* worst case for all callers */
+   if (gs->info.stage == MESA_SHADER_GEOMETRY)
+      return gs->info.base.gs.input_primitive;
+
+   if (gs->info.stage == MESA_SHADER_TESS_EVAL) {
+      if (gs->info.base.tess.point_mode)
+         return PIPE_PRIM_POINTS;
+      if (gs->info.base.tess.primitive_mode == GL_LINES)
+         return PIPE_PRIM_LINES;
+      return PIPE_PRIM_TRIANGLES;
+   }
+
+   /* TODO: Set this correctly if the primitive type is set in the shader key. */
+   return PIPE_PRIM_TRIANGLES; /* worst case for all callers */
 }
 
 static unsigned si_get_vs_out_cntl(const struct si_shader_selector *sel, bool ngg)
 {
-       bool misc_vec_ena =
-               sel->info.writes_psize || (sel->info.writes_edgeflag && !ngg) ||
-               sel->info.writes_layer || sel->info.writes_viewport_index;
-       return S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
-              S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag && !ngg) |
-              S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
-              S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
-              S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
-              S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
+   bool misc_vec_ena = sel->info.writes_psize || (sel->info.writes_edgeflag && !ngg) ||
+                       sel->info.writes_layer || sel->info.writes_viewport_index;
+   return S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
+          S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag && !ngg) |
+          S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
+          S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
+          S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
+          S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
 }
 
 /**
@@ -1133,305 +1057,282 @@ static unsigned si_get_vs_out_cntl(const struct si_shader_selector *sel, bool ng
  */
 static void gfx10_shader_ngg(struct si_screen *sscreen, struct si_shader *shader)
 {
-       const struct si_shader_selector *gs_sel = shader->selector;
-       const struct si_shader_info *gs_info = &gs_sel->info;
-       enum pipe_shader_type gs_type = shader->selector->type;
-       const struct si_shader_selector *es_sel =
-               shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
-       const struct si_shader_info *es_info = &es_sel->info;
-       enum pipe_shader_type es_type = es_sel->type;
-       unsigned num_user_sgprs;
-       unsigned nparams, es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
-       uint64_t va;
-       unsigned window_space =
-               gs_info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
-       bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
-       unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
-       unsigned input_prim = si_get_input_prim(gs_sel);
-       bool break_wave_at_eoi = false;
-       struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       if (es_type == PIPE_SHADER_TESS_EVAL) {
-               pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_tess_gs
-                                                                : gfx10_emit_shader_ngg_tess_nogs;
-       } else {
-               pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_notess_gs
-                                                                : gfx10_emit_shader_ngg_notess_nogs;
-       }
-
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
-       if (es_type == PIPE_SHADER_VERTEX) {
-               es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
-
-               if (es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
-                       num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
-                                        es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
-               } else {
-                       num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
-               }
-       } else {
-               assert(es_type == PIPE_SHADER_TESS_EVAL);
-               es_vgpr_comp_cnt = es_enable_prim_id ? 3 : 2;
-               num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
-
-               if (es_enable_prim_id || gs_info->uses_primid)
-                       break_wave_at_eoi = true;
-       }
-
-       /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
-        * VGPR[0:4] are always loaded.
-        *
-        * Vertex shaders always need to load VGPR3, because they need to
-        * pass edge flags for decomposed primitives (such as quads) to the PA
-        * for the GL_LINE polygon mode to skip rendering lines on inner edges.
-        */
-       if (gs_info->uses_invocationid ||
-           (gs_type == PIPE_SHADER_VERTEX && !gfx10_is_ngg_passthrough(shader)))
-               gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
-       else if ((gs_type == PIPE_SHADER_GEOMETRY && gs_info->uses_primid) ||
-                (gs_type == PIPE_SHADER_VERTEX && shader->key.mono.u.vs_export_prim_id))
-               gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
-       else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader))
-               gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
-       else
-               gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
-
-       si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
-       si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
-       si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
-                      S_00B228_VGPRS((shader->config.num_vgprs - 1) /
-                                     (sscreen->ge_wave_size == 32 ? 8 : 4)) |
-                      S_00B228_FLOAT_MODE(shader->config.float_mode) |
-                      S_00B228_DX10_CLAMP(1) |
-                      S_00B228_MEM_ORDERED(1) |
-                      S_00B228_WGP_MODE(1) |
-                      S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
-       si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
-                      S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
-                      S_00B22C_USER_SGPR(num_user_sgprs) |
-                      S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
-                      S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
-                      S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
-                      S_00B22C_LDS_SIZE(shader->config.lds_size));
-
-       /* Determine LATE_ALLOC_GS. */
-       unsigned num_cu_per_sh = sscreen->info.num_good_cu_per_sh;
-       unsigned late_alloc_wave64; /* The limit is per SH. */
-
-       /* For Wave32, the hw will launch twice the number of late
-        * alloc waves, so 1 == 2x wave32.
-        *
-        * Don't use late alloc for NGG on Navi14 due to a hw bug.
-        */
-       if (sscreen->info.family == CHIP_NAVI14)
-               late_alloc_wave64 = 0;
-       else if (num_cu_per_sh <= 6)
-               late_alloc_wave64 = num_cu_per_sh - 2; /* All CUs enabled */
-       else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL)
-               late_alloc_wave64 = (num_cu_per_sh - 2) * 6;
-       else
-               late_alloc_wave64 = (num_cu_per_sh - 2) * 4;
-
-       /* Limit LATE_ALLOC_GS for prevent a hang (hw bug). */
-       if (sscreen->info.family == CHIP_NAVI10 ||
-           sscreen->info.family == CHIP_NAVI12 ||
-           sscreen->info.family == CHIP_NAVI14)
-               late_alloc_wave64 = MIN2(late_alloc_wave64, 64);
-
-       si_pm4_set_reg(pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
-                      S_00B204_CU_EN(0xffff) |
-                      S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(late_alloc_wave64));
-
-       nparams = MAX2(shader->info.nr_param_exports, 1);
-       shader->ctx_reg.ngg.spi_vs_out_config =
-               S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
-               S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
-
-       shader->ctx_reg.ngg.spi_shader_idx_format =
-               S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
-       shader->ctx_reg.ngg.spi_shader_pos_format =
-               S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
-               S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
-                                           V_02870C_SPI_SHADER_4COMP :
-                                           V_02870C_SPI_SHADER_NONE) |
-               S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
-                                           V_02870C_SPI_SHADER_4COMP :
-                                           V_02870C_SPI_SHADER_NONE) |
-               S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
-                                           V_02870C_SPI_SHADER_4COMP :
-                                           V_02870C_SPI_SHADER_NONE);
-
-       shader->ctx_reg.ngg.vgt_primitiveid_en =
-               S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
-               S_028A84_NGG_DISABLE_PROVOK_REUSE(shader->key.mono.u.vs_export_prim_id ||
-                                                 gs_sel->info.writes_primid);
-
-       if (gs_type == PIPE_SHADER_GEOMETRY) {
-               shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
-               shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->gs_max_out_vertices;
-       } else {
-               shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
-       }
-
-       if (es_type == PIPE_SHADER_TESS_EVAL)
-               si_set_tesseval_regs(sscreen, es_sel, pm4);
-
-       shader->ctx_reg.ngg.vgt_gs_onchip_cntl =
-               S_028A44_ES_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
-               S_028A44_GS_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
-               S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->ngg.max_gsprims * gs_num_invocations);
-       shader->ctx_reg.ngg.ge_max_output_per_subgroup =
-               S_0287FC_MAX_VERTS_PER_SUBGROUP(shader->ngg.max_out_verts);
-       shader->ctx_reg.ngg.ge_ngg_subgrp_cntl =
-               S_028B4C_PRIM_AMP_FACTOR(shader->ngg.prim_amp_factor) |
-               S_028B4C_THDS_PER_SUBGRP(0); /* for fast launch */
-       shader->ctx_reg.ngg.vgt_gs_instance_cnt =
-               S_028B90_CNT(gs_num_invocations) |
-               S_028B90_ENABLE(gs_num_invocations > 1) |
-               S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(
-                       shader->ngg.max_vert_out_per_gs_instance);
-
-       /* Always output hw-generated edge flags and pass them via the prim
-        * export to prevent drawing lines on internal edges of decomposed
-        * primitives (such as quads) with polygon mode = lines. Only VS needs
-        * this.
-        */
-       shader->ctx_reg.ngg.pa_cl_ngg_cntl =
-               S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_type == PIPE_SHADER_VERTEX);
-       shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(gs_sel, true);
-
-       /* Oversubscribe PC. This improves performance when there are too many varyings. */
-       float oversub_pc_factor = 0.25;
-
-       if (shader->key.opt.ngg_culling) {
-               /* Be more aggressive with NGG culling. */
-               if (shader->info.nr_param_exports > 4)
-                       oversub_pc_factor = 1;
-               else if (shader->info.nr_param_exports > 2)
-                       oversub_pc_factor = 0.75;
-               else
-                       oversub_pc_factor = 0.5;
-       }
-
-       unsigned oversub_pc_lines = sscreen->info.pc_lines * oversub_pc_factor;
-       shader->ctx_reg.ngg.ge_pc_alloc = S_030980_OVERSUB_EN(1) |
-                                         S_030980_NUM_PC_LINES(oversub_pc_lines - 1);
-
-       if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST) {
-               shader->ge_cntl =
-                       S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
-                       S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims * 3);
-       } else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP) {
-               shader->ge_cntl =
-                       S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
-                       S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims + 2);
-       } else {
-               shader->ge_cntl =
-                       S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
-                       S_03096C_VERT_GRP_SIZE(256) | /* 256 = disable vertex grouping */
-                       S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
-
-               /* Bug workaround for a possible hang with non-tessellation cases.
-                * Tessellation always sets GE_CNTL.VERT_GRP_SIZE = 0
-                *
-                * Requirement: GE_CNTL.VERT_GRP_SIZE = VGT_GS_ONCHIP_CNTL.ES_VERTS_PER_SUBGRP - 5
-                */
-               if ((sscreen->info.family == CHIP_NAVI10 ||
-                    sscreen->info.family == CHIP_NAVI12 ||
-                    sscreen->info.family == CHIP_NAVI14) &&
-                   (es_type == PIPE_SHADER_VERTEX || gs_type == PIPE_SHADER_VERTEX) && /* = no tess */
-                   shader->ngg.hw_max_esverts != 256) {
-                       shader->ge_cntl &= C_03096C_VERT_GRP_SIZE;
-
-                       if (shader->ngg.hw_max_esverts > 5) {
-                               shader->ge_cntl |=
-                                       S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts - 5);
-                       }
-               }
-       }
-
-       if (window_space) {
-               shader->ctx_reg.ngg.pa_cl_vte_cntl =
-                       S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
-       } else {
-               shader->ctx_reg.ngg.pa_cl_vte_cntl =
-                       S_028818_VTX_W0_FMT(1) |
-                       S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
-                       S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
-                       S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
-       }
+   const struct si_shader_selector *gs_sel = shader->selector;
+   const struct si_shader_info *gs_info = &gs_sel->info;
+   const gl_shader_stage gs_stage = shader->selector->info.stage;
+   const struct si_shader_selector *es_sel =
+      shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
+   const struct si_shader_info *es_info = &es_sel->info;
+   const gl_shader_stage es_stage = es_sel->info.stage;
+   unsigned num_user_sgprs;
+   unsigned nparams, es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
+   uint64_t va;
+   bool window_space = gs_info->stage == MESA_SHADER_VERTEX ?
+                          gs_info->base.vs.window_space_position : 0;
+   bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
+   unsigned gs_num_invocations = MAX2(gs_sel->info.base.gs.invocations, 1);
+   unsigned input_prim = si_get_input_prim(gs_sel);
+   bool break_wave_at_eoi = false;
+   struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   if (es_stage == MESA_SHADER_TESS_EVAL) {
+      pm4->atom.emit = gs_stage == MESA_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_tess_gs
+                                                       : gfx10_emit_shader_ngg_tess_nogs;
+   } else {
+      pm4->atom.emit = gs_stage == MESA_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_notess_gs
+                                                       : gfx10_emit_shader_ngg_notess_nogs;
+   }
+
+   va = shader->bo->gpu_address;
+
+   if (es_stage == MESA_SHADER_VERTEX) {
+      es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+
+      if (es_info->base.vs.blit_sgprs_amd) {
+         num_user_sgprs =
+            SI_SGPR_VS_BLIT_DATA + es_info->base.vs.blit_sgprs_amd;
+      } else {
+         num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
+      }
+   } else {
+      assert(es_stage == MESA_SHADER_TESS_EVAL);
+      es_vgpr_comp_cnt = es_enable_prim_id ? 3 : 2;
+      num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
+
+      if (es_enable_prim_id || gs_info->uses_primid)
+         break_wave_at_eoi = true;
+   }
+
+   /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
+    * VGPR[0:4] are always loaded.
+    *
+    * Vertex shaders always need to load VGPR3, because they need to
+    * pass edge flags for decomposed primitives (such as quads) to the PA
+    * for the GL_LINE polygon mode to skip rendering lines on inner edges.
+    */
+   if (gs_info->uses_invocationid ||
+       (gs_stage == MESA_SHADER_VERTEX && !gfx10_is_ngg_passthrough(shader)))
+      gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
+   else if ((gs_stage == MESA_SHADER_GEOMETRY && gs_info->uses_primid) ||
+            (gs_stage == MESA_SHADER_VERTEX && shader->key.mono.u.vs_export_prim_id))
+      gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+   else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader))
+      gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
+   else
+      gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
+
+   unsigned wave_size = si_get_shader_wave_size(shader);
+
+   si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+   si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
+   si_pm4_set_reg(
+      pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
+      S_00B228_VGPRS((shader->config.num_vgprs - 1) / (wave_size == 32 ? 8 : 4)) |
+         S_00B228_FLOAT_MODE(shader->config.float_mode) | S_00B228_DX10_CLAMP(1) |
+         S_00B228_MEM_ORDERED(1) | S_00B228_WGP_MODE(1) |
+         S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
+   si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
+                  S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
+                     S_00B22C_USER_SGPR(num_user_sgprs) |
+                     S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
+                     S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
+                     S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL) |
+                     S_00B22C_LDS_SIZE(shader->config.lds_size));
+
+   /* Determine LATE_ALLOC_GS. */
+   unsigned num_cu_per_sh = sscreen->info.min_good_cu_per_sa;
+   unsigned late_alloc_wave64; /* The limit is per SA. */
+
+   /* For Wave32, the hw will launch twice the number of late
+    * alloc waves, so 1 == 2x wave32.
+    *
+    * Don't use late alloc for NGG on Navi14 due to a hw bug.
+    */
+   if (sscreen->info.family == CHIP_NAVI14 || !sscreen->info.use_late_alloc)
+      late_alloc_wave64 = 0;
+   else if (num_cu_per_sh <= 6)
+      late_alloc_wave64 = num_cu_per_sh - 2; /* All CUs enabled */
+   else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL)
+      late_alloc_wave64 = (num_cu_per_sh - 2) * 6;
+   else
+      late_alloc_wave64 = (num_cu_per_sh - 2) * 4;
+
+   /* Limit LATE_ALLOC_GS for prevent a hang (hw bug). */
+   if (sscreen->info.chip_class == GFX10)
+      late_alloc_wave64 = MIN2(late_alloc_wave64, 64);
+
+   si_pm4_set_reg(
+      pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
+      S_00B204_CU_EN(0xffff) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(late_alloc_wave64));
+
+   nparams = MAX2(shader->info.nr_param_exports, 1);
+   shader->ctx_reg.ngg.spi_vs_out_config =
+      S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
+      S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
+
+   shader->ctx_reg.ngg.spi_shader_idx_format =
+      S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
+   shader->ctx_reg.ngg.spi_shader_pos_format =
+      S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
+      S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE) |
+      S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE) |
+      S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE);
+
+   shader->ctx_reg.ngg.vgt_primitiveid_en =
+      S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
+      S_028A84_NGG_DISABLE_PROVOK_REUSE(shader->key.mono.u.vs_export_prim_id ||
+                                        gs_sel->info.writes_primid);
+
+   if (gs_stage == MESA_SHADER_GEOMETRY) {
+      shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
+      shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->info.base.gs.vertices_out;
+   } else {
+      shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
+   }
+
+   if (es_stage == MESA_SHADER_TESS_EVAL)
+      si_set_tesseval_regs(sscreen, es_sel, pm4);
+
+   shader->ctx_reg.ngg.vgt_gs_onchip_cntl =
+      S_028A44_ES_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
+      S_028A44_GS_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
+      S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->ngg.max_gsprims * gs_num_invocations);
+   shader->ctx_reg.ngg.ge_max_output_per_subgroup =
+      S_0287FC_MAX_VERTS_PER_SUBGROUP(shader->ngg.max_out_verts);
+   shader->ctx_reg.ngg.ge_ngg_subgrp_cntl = S_028B4C_PRIM_AMP_FACTOR(shader->ngg.prim_amp_factor) |
+                                            S_028B4C_THDS_PER_SUBGRP(0); /* for fast launch */
+   shader->ctx_reg.ngg.vgt_gs_instance_cnt =
+      S_028B90_CNT(gs_num_invocations) | S_028B90_ENABLE(gs_num_invocations > 1) |
+      S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(shader->ngg.max_vert_out_per_gs_instance);
+
+   /* Always output hw-generated edge flags and pass them via the prim
+    * export to prevent drawing lines on internal edges of decomposed
+    * primitives (such as quads) with polygon mode = lines. Only VS needs
+    * this.
+    */
+   shader->ctx_reg.ngg.pa_cl_ngg_cntl =
+      S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_stage == MESA_SHADER_VERTEX) |
+      /* Reuse for NGG. */
+      S_028838_VERTEX_REUSE_DEPTH(sscreen->info.chip_class >= GFX10_3 ? 30 : 0);
+   shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(gs_sel, true);
+
+   /* Oversubscribe PC. This improves performance when there are too many varyings. */
+   float oversub_pc_factor = 0.25;
+
+   if (shader->key.opt.ngg_culling) {
+      /* Be more aggressive with NGG culling. */
+      if (shader->info.nr_param_exports > 4)
+         oversub_pc_factor = 1;
+      else if (shader->info.nr_param_exports > 2)
+         oversub_pc_factor = 0.75;
+      else
+         oversub_pc_factor = 0.5;
+   }
+
+   unsigned oversub_pc_lines = sscreen->info.pc_lines * oversub_pc_factor;
+   shader->ctx_reg.ngg.ge_pc_alloc = S_030980_OVERSUB_EN(sscreen->info.use_late_alloc) |
+                                     S_030980_NUM_PC_LINES(oversub_pc_lines - 1);
+
+   if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST) {
+      shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+                        S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims * 3);
+   } else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP) {
+      shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+                        S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims + 2);
+   } else {
+      shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+                        S_03096C_VERT_GRP_SIZE(256) | /* 256 = disable vertex grouping */
+                        S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
+
+      /* Bug workaround for a possible hang with non-tessellation cases.
+       * Tessellation always sets GE_CNTL.VERT_GRP_SIZE = 0
+       *
+       * Requirement: GE_CNTL.VERT_GRP_SIZE = VGT_GS_ONCHIP_CNTL.ES_VERTS_PER_SUBGRP - 5
+       */
+      if ((sscreen->info.chip_class == GFX10) &&
+          (es_stage == MESA_SHADER_VERTEX || gs_stage == MESA_SHADER_VERTEX) && /* = no tess */
+          shader->ngg.hw_max_esverts != 256) {
+         shader->ge_cntl &= C_03096C_VERT_GRP_SIZE;
+
+         if (shader->ngg.hw_max_esverts > 5) {
+            shader->ge_cntl |= S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts - 5);
+         }
+      }
+   }
+
+   if (window_space) {
+      shader->ctx_reg.ngg.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
+   } else {
+      shader->ctx_reg.ngg.pa_cl_vte_cntl =
+         S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
+         S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
+         S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
+   }
 }
 
 static void si_emit_shader_vs(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.vs->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
-       if (!shader)
-               return;
-
-       radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE,
-                                  SI_TRACKED_VGT_GS_MODE,
-                                  shader->ctx_reg.vs.vgt_gs_mode);
-       radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN,
-                                  SI_TRACKED_VGT_PRIMITIVEID_EN,
-                                  shader->ctx_reg.vs.vgt_primitiveid_en);
-
-       if (sctx->chip_class <= GFX8) {
-               radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF,
-                                          SI_TRACKED_VGT_REUSE_OFF,
-                                          shader->ctx_reg.vs.vgt_reuse_off);
-       }
-
-       radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG,
-                                  SI_TRACKED_SPI_VS_OUT_CONFIG,
-                                  shader->ctx_reg.vs.spi_vs_out_config);
-
-       radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
-                                  SI_TRACKED_SPI_SHADER_POS_FORMAT,
-                                  shader->ctx_reg.vs.spi_shader_pos_format);
-
-       radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
-                                  SI_TRACKED_PA_CL_VTE_CNTL,
-                                  shader->ctx_reg.vs.pa_cl_vte_cntl);
-
-       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
-               radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
-                                          SI_TRACKED_VGT_TF_PARAM,
-                                          shader->vgt_tf_param);
-
-       if (shader->vgt_vertex_reuse_block_cntl)
-               radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                          SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
-                                          shader->vgt_vertex_reuse_block_cntl);
-
-       /* Required programming for tessellation. (legacy pipeline only) */
-       if (sctx->chip_class == GFX10 &&
-           shader->selector->type == PIPE_SHADER_TESS_EVAL) {
-               radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
-                                          SI_TRACKED_VGT_GS_ONCHIP_CNTL,
-                                          S_028A44_ES_VERTS_PER_SUBGRP(250) |
-                                          S_028A44_GS_PRIMS_PER_SUBGRP(126) |
-                                          S_028A44_GS_INST_PRIMS_IN_SUBGRP(126));
-       }
-
-       if (sctx->chip_class >= GFX10) {
-               radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
-                                              SI_TRACKED_PA_CL_VS_OUT_CNTL__VS,
-                                              shader->pa_cl_vs_out_cntl,
-                                              SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
-       }
-
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
-
-       /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
-       if (sctx->chip_class >= GFX10)
-               gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.vs.ge_pc_alloc);
+   struct si_shader *shader = sctx->queued.named.vs->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+
+   if (!shader)
+      return;
+
+   radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE, SI_TRACKED_VGT_GS_MODE,
+                              shader->ctx_reg.vs.vgt_gs_mode);
+   radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
+                              shader->ctx_reg.vs.vgt_primitiveid_en);
+
+   if (sctx->chip_class <= GFX8) {
+      radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF, SI_TRACKED_VGT_REUSE_OFF,
+                                 shader->ctx_reg.vs.vgt_reuse_off);
+   }
+
+   radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
+                              shader->ctx_reg.vs.spi_vs_out_config);
+
+   radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
+                              SI_TRACKED_SPI_SHADER_POS_FORMAT,
+                              shader->ctx_reg.vs.spi_shader_pos_format);
+
+   radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
+                              shader->ctx_reg.vs.pa_cl_vte_cntl);
+
+   if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL)
+      radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+                                 shader->vgt_tf_param);
+
+   if (shader->vgt_vertex_reuse_block_cntl)
+      radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+                                 shader->vgt_vertex_reuse_block_cntl);
+
+   /* Required programming for tessellation. (legacy pipeline only) */
+   if (sctx->chip_class >= GFX10 && shader->selector->info.stage == MESA_SHADER_TESS_EVAL) {
+      radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
+                                 SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+                                 S_028A44_ES_VERTS_PER_SUBGRP(250) |
+                                 S_028A44_GS_PRIMS_PER_SUBGRP(126) |
+                                 S_028A44_GS_INST_PRIMS_IN_SUBGRP(126));
+   }
+
+   if (sctx->chip_class >= GFX10) {
+      radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
+                                     SI_TRACKED_PA_CL_VS_OUT_CNTL__VS, shader->pa_cl_vs_out_cntl,
+                                     SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
+   }
+
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
+
+   /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
+   if (sctx->chip_class >= GFX10)
+      gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.vs.ge_pc_alloc);
 }
 
 /**
@@ -1444,827 +1345,759 @@ static void si_emit_shader_vs(struct si_context *sctx)
 static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
                          struct si_shader_selector *gs)
 {
-       const struct si_shader_info *info = &shader->selector->info;
-       struct si_pm4_state *pm4;
-       unsigned num_user_sgprs, vgpr_comp_cnt;
-       uint64_t va;
-       unsigned nparams, oc_lds_en;
-       unsigned window_space =
-               info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
-       bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
-
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       pm4->atom.emit = si_emit_shader_vs;
-
-       /* We always write VGT_GS_MODE in the VS state, because every switch
-        * between different shader pipelines involving a different GS or no
-        * GS at all involves a switch of the VS (different GS use different
-        * copy shaders). On the other hand, when the API switches from a GS to
-        * no GS and then back to the same GS used originally, the GS state is
-        * not sent again.
-        */
-       if (!gs) {
-               unsigned mode = V_028A40_GS_OFF;
-
-               /* PrimID needs GS scenario A. */
-               if (enable_prim_id)
-                       mode = V_028A40_GS_SCENARIO_A;
-
-               shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
-               shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
-       } else {
-               shader->ctx_reg.vs.vgt_gs_mode = ac_vgt_gs_mode(gs->gs_max_out_vertices,
-                                                               sscreen->info.chip_class);
-               shader->ctx_reg.vs.vgt_primitiveid_en = 0;
-       }
-
-       if (sscreen->info.chip_class <= GFX8) {
-               /* Reuse needs to be set off if we write oViewport. */
-               shader->ctx_reg.vs.vgt_reuse_off =
-                               S_028AB4_REUSE_OFF(info->writes_viewport_index);
-       }
-
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
-       if (gs) {
-               vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
-               num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
-       } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
-               vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, enable_prim_id);
-
-               if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
-                       num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
-                                        info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
-               } else {
-                       num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
-               }
-       } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
-               vgpr_comp_cnt = enable_prim_id ? 3 : 2;
-               num_user_sgprs = SI_TES_NUM_USER_SGPR;
-       } else
-               unreachable("invalid shader selector type");
-
-       /* VS is required to export at least one param. */
-       nparams = MAX2(shader->info.nr_param_exports, 1);
-       shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
-
-       if (sscreen->info.chip_class >= GFX10) {
-               shader->ctx_reg.vs.spi_vs_out_config |=
-                       S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
-       }
-
-       shader->ctx_reg.vs.spi_shader_pos_format =
-                       S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
-                       S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
-                                                   V_02870C_SPI_SHADER_4COMP :
-                                                   V_02870C_SPI_SHADER_NONE) |
-                       S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
-                                                   V_02870C_SPI_SHADER_4COMP :
-                                                   V_02870C_SPI_SHADER_NONE) |
-                       S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
-                                                   V_02870C_SPI_SHADER_4COMP :
-                                                   V_02870C_SPI_SHADER_NONE);
-       shader->ctx_reg.vs.ge_pc_alloc = S_030980_OVERSUB_EN(1) |
-                                        S_030980_NUM_PC_LINES(sscreen->info.pc_lines / 4 - 1);
-       shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, false);
-
-       oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
-
-       si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
-       si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
-
-       uint32_t rsrc1 = S_00B128_VGPRS((shader->config.num_vgprs - 1) /
-                                       (sscreen->ge_wave_size == 32 ? 8 : 4)) |
-                        S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
-                        S_00B128_DX10_CLAMP(1) |
-                        S_00B128_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
-                        S_00B128_FLOAT_MODE(shader->config.float_mode);
-       uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) |
-                        S_00B12C_OC_LDS_EN(oc_lds_en) |
-                        S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
-       if (sscreen->info.chip_class >= GFX10)
-               rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
-       else if (sscreen->info.chip_class == GFX9)
-               rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
-
-       if (sscreen->info.chip_class <= GFX9)
-               rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
-
-       if (!sscreen->use_ngg_streamout) {
-               rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
-                        S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
-                        S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
-                        S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
-                        S_00B12C_SO_EN(!!shader->selector->so.num_outputs);
-       }
-
-       si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
-       si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
-
-       if (window_space)
-               shader->ctx_reg.vs.pa_cl_vte_cntl =
-                               S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
-       else
-               shader->ctx_reg.vs.pa_cl_vte_cntl =
-                               S_028818_VTX_W0_FMT(1) |
-                               S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
-                               S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
-                               S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
-
-       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
-               si_set_tesseval_regs(sscreen, shader->selector, pm4);
-
-       polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
+   const struct si_shader_info *info = &shader->selector->info;
+   struct si_pm4_state *pm4;
+   unsigned num_user_sgprs, vgpr_comp_cnt;
+   uint64_t va;
+   unsigned nparams, oc_lds_en;
+   bool window_space = info->stage == MESA_SHADER_VERTEX ?
+                          info->base.vs.window_space_position : 0;
+   bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
+
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   pm4->atom.emit = si_emit_shader_vs;
+
+   /* We always write VGT_GS_MODE in the VS state, because every switch
+    * between different shader pipelines involving a different GS or no
+    * GS at all involves a switch of the VS (different GS use different
+    * copy shaders). On the other hand, when the API switches from a GS to
+    * no GS and then back to the same GS used originally, the GS state is
+    * not sent again.
+    */
+   if (!gs) {
+      unsigned mode = V_028A40_GS_OFF;
+
+      /* PrimID needs GS scenario A. */
+      if (enable_prim_id)
+         mode = V_028A40_GS_SCENARIO_A;
+
+      shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
+      shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
+   } else {
+      shader->ctx_reg.vs.vgt_gs_mode =
+         ac_vgt_gs_mode(gs->info.base.gs.vertices_out, sscreen->info.chip_class);
+      shader->ctx_reg.vs.vgt_primitiveid_en = 0;
+   }
+
+   if (sscreen->info.chip_class <= GFX8) {
+      /* Reuse needs to be set off if we write oViewport. */
+      shader->ctx_reg.vs.vgt_reuse_off = S_028AB4_REUSE_OFF(info->writes_viewport_index);
+   }
+
+   va = shader->bo->gpu_address;
+
+   if (gs) {
+      vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
+      num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
+   } else if (shader->selector->info.stage == MESA_SHADER_VERTEX) {
+      vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, enable_prim_id);
+
+      if (info->base.vs.blit_sgprs_amd) {
+         num_user_sgprs = SI_SGPR_VS_BLIT_DATA + info->base.vs.blit_sgprs_amd;
+      } else {
+         num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
+      }
+   } else if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL) {
+      vgpr_comp_cnt = enable_prim_id ? 3 : 2;
+      num_user_sgprs = SI_TES_NUM_USER_SGPR;
+   } else
+      unreachable("invalid shader selector type");
+
+   /* VS is required to export at least one param. */
+   nparams = MAX2(shader->info.nr_param_exports, 1);
+   shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
+
+   if (sscreen->info.chip_class >= GFX10) {
+      shader->ctx_reg.vs.spi_vs_out_config |=
+         S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
+   }
+
+   shader->ctx_reg.vs.spi_shader_pos_format =
+      S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
+      S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE) |
+      S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE) |
+      S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
+                                                                  : V_02870C_SPI_SHADER_NONE);
+   shader->ctx_reg.vs.ge_pc_alloc = S_030980_OVERSUB_EN(sscreen->info.use_late_alloc) |
+                                    S_030980_NUM_PC_LINES(sscreen->info.pc_lines / 4 - 1);
+   shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, false);
+
+   oc_lds_en = shader->selector->info.stage == MESA_SHADER_TESS_EVAL ? 1 : 0;
+
+   si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
+   si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
+
+   uint32_t rsrc1 =
+      S_00B128_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+      S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B128_DX10_CLAMP(1) |
+      S_00B128_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+      S_00B128_FLOAT_MODE(shader->config.float_mode);
+   uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) | S_00B12C_OC_LDS_EN(oc_lds_en) |
+                    S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+   if (sscreen->info.chip_class >= GFX10)
+      rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+   else if (sscreen->info.chip_class == GFX9)
+      rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+
+   if (sscreen->info.chip_class <= GFX9)
+      rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
+
+   if (!sscreen->use_ngg_streamout) {
+      rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
+               S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
+               S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
+               S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
+               S_00B12C_SO_EN(!!shader->selector->so.num_outputs);
+   }
+
+   si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
+   si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
+
+   if (window_space)
+      shader->ctx_reg.vs.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
+   else
+      shader->ctx_reg.vs.pa_cl_vte_cntl =
+         S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
+         S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
+         S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
+
+   if (shader->selector->info.stage == MESA_SHADER_TESS_EVAL)
+      si_set_tesseval_regs(sscreen, shader->selector, pm4);
+
+   polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
 }
 
 static unsigned si_get_ps_num_interp(struct si_shader *ps)
 {
-       struct si_shader_info *info = &ps->selector->info;
-       unsigned num_colors = !!(info->colors_read & 0x0f) +
-                             !!(info->colors_read & 0xf0);
-       unsigned num_interp = ps->selector->info.num_inputs +
-                             (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
-
-       assert(num_interp <= 32);
-       return MIN2(num_interp, 32);
+   struct si_shader_info *info = &ps->selector->info;
+   unsigned num_colors = !!(info->colors_read & 0x0f) + !!(info->colors_read & 0xf0);
+   unsigned num_interp =
+      ps->selector->info.num_inputs + (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
+
+   assert(num_interp <= 32);
+   return MIN2(num_interp, 32);
 }
 
 static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
 {
-       unsigned value = shader->key.part.ps.epilog.spi_shader_col_format;
-       unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
+   unsigned spi_shader_col_format = shader->key.part.ps.epilog.spi_shader_col_format;
+   unsigned value = 0, num_mrts = 0;
+   unsigned i, num_targets = (util_last_bit(spi_shader_col_format) + 3) / 4;
+
+   /* Remove holes in spi_shader_col_format. */
+   for (i = 0; i < num_targets; i++) {
+      unsigned spi_format = (spi_shader_col_format >> (i * 4)) & 0xf;
 
-       /* If the i-th target format is set, all previous target formats must
-        * be non-zero to avoid hangs.
-        */
-       for (i = 0; i < num_targets; i++)
-               if (!(value & (0xf << (i * 4))))
-                       value |= V_028714_SPI_SHADER_32_R << (i * 4);
+      if (spi_format) {
+         value |= spi_format << (num_mrts * 4);
+         num_mrts++;
+      }
+   }
 
-       return value;
+   return value;
 }
 
 static void si_emit_shader_ps(struct si_context *sctx)
 {
-       struct si_shader *shader = sctx->queued.named.ps->shader;
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
-       if (!shader)
-               return;
-
-       /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
-       radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA,
-                                   SI_TRACKED_SPI_PS_INPUT_ENA,
-                                   shader->ctx_reg.ps.spi_ps_input_ena,
-                                   shader->ctx_reg.ps.spi_ps_input_addr);
-
-       radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL,
-                                  SI_TRACKED_SPI_BARYC_CNTL,
-                                  shader->ctx_reg.ps.spi_baryc_cntl);
-       radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL,
-                                  SI_TRACKED_SPI_PS_IN_CONTROL,
-                                  shader->ctx_reg.ps.spi_ps_in_control);
-
-       /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
-       radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT,
-                                   SI_TRACKED_SPI_SHADER_Z_FORMAT,
-                                   shader->ctx_reg.ps.spi_shader_z_format,
-                                   shader->ctx_reg.ps.spi_shader_col_format);
-
-       radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK,
-                                  SI_TRACKED_CB_SHADER_MASK,
-                                  shader->ctx_reg.ps.cb_shader_mask);
-
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
-}
+   struct si_shader *shader = sctx->queued.named.ps->shader;
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
 
-static void si_shader_ps(struct si_screen *sscreen, struct si_shader *shader)
-{
-       struct si_shader_info *info = &shader->selector->info;
-       struct si_pm4_state *pm4;
-       unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
-       unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
-       uint64_t va;
-       unsigned input_ena = shader->config.spi_ps_input_ena;
-
-       /* we need to enable at least one of them, otherwise we hang the GPU */
-       assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
-              G_0286CC_PERSP_CENTER_ENA(input_ena) ||
-              G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
-              G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
-              G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
-              G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
-              G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
-              G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
-       /* POS_W_FLOAT_ENA requires one of the perspective weights. */
-       assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) ||
-              G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
-              G_0286CC_PERSP_CENTER_ENA(input_ena) ||
-              G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
-              G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
-
-       /* Validate interpolation optimization flags (read as implications). */
-       assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
-              (G_0286CC_PERSP_CENTER_ENA(input_ena) &&
-               G_0286CC_PERSP_CENTROID_ENA(input_ena)));
-       assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
-              (G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
-               G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
-       assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
-              (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) &&
-               !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
-       assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
-              (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) &&
-               !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
-       assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
-              (!G_0286CC_PERSP_CENTER_ENA(input_ena) &&
-               !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
-       assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
-              (!G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
-               !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
-
-       /* Validate cases when the optimizations are off (read as implications). */
-       assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
-              !G_0286CC_PERSP_CENTER_ENA(input_ena) ||
-              !G_0286CC_PERSP_CENTROID_ENA(input_ena));
-       assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
-              !G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
-              !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
-
-       pm4 = si_get_shader_pm4_state(shader);
-       if (!pm4)
-               return;
-
-       pm4->atom.emit = si_emit_shader_ps;
-
-       /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
-        * Possible vaules:
-        * 0 -> Position = pixel center
-        * 1 -> Position = pixel centroid
-        * 2 -> Position = at sample position
-        *
-        * From GLSL 4.5 specification, section 7.1:
-        *   "The variable gl_FragCoord is available as an input variable from
-        *    within fragment shaders and it holds the window relative coordinates
-        *    (x, y, z, 1/w) values for the fragment. If multi-sampling, this
-        *    value can be for any location within the pixel, or one of the
-        *    fragment samples. The use of centroid does not further restrict
-        *    this value to be inside the current primitive."
-        *
-        * Meaning that centroid has no effect and we can return anything within
-        * the pixel. Thus, return the value at sample position, because that's
-        * the most accurate one shaders can get.
-        */
-       spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
-
-       if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
-           TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
-               spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
-
-       spi_shader_col_format = si_get_spi_shader_col_format(shader);
-       cb_shader_mask = ac_get_cb_shader_mask(spi_shader_col_format);
-
-       /* Ensure that some export memory is always allocated, for two reasons:
-        *
-        * 1) Correctness: The hardware ignores the EXEC mask if no export
-        *    memory is allocated, so KILL and alpha test do not work correctly
-        *    without this.
-        * 2) Performance: Every shader needs at least a NULL export, even when
-        *    it writes no color/depth output. The NULL export instruction
-        *    stalls without this setting.
-        *
-        * Don't add this to CB_SHADER_MASK.
-        *
-        * GFX10 supports pixel shaders without exports by setting both
-        * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
-        * instructions if any are present.
-        */
-       if ((sscreen->info.chip_class <= GFX9 ||
-            info->uses_kill ||
-            shader->key.part.ps.epilog.alpha_func != PIPE_FUNC_ALWAYS) &&
-           !spi_shader_col_format &&
-           !info->writes_z && !info->writes_stencil && !info->writes_samplemask)
-               spi_shader_col_format = V_028714_SPI_SHADER_32_R;
-
-       shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
-       shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
-
-       /* Set interpolation controls. */
-       spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader)) |
-                           S_0286D8_PS_W32_EN(sscreen->ps_wave_size == 32);
-
-       shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
-       shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
-       shader->ctx_reg.ps.spi_shader_z_format =
-                       ac_get_spi_shader_z_format(info->writes_z,
-                                                  info->writes_stencil,
-                                                  info->writes_samplemask);
-       shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
-       shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
-
-       va = shader->bo->gpu_address;
-       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-       si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
-       si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
-
-       uint32_t rsrc1 =
-               S_00B028_VGPRS((shader->config.num_vgprs - 1) /
-                              (sscreen->ps_wave_size == 32 ? 8 : 4)) |
-               S_00B028_DX10_CLAMP(1) |
-               S_00B028_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
-               S_00B028_FLOAT_MODE(shader->config.float_mode);
-
-       if (sscreen->info.chip_class < GFX10) {
-               rsrc1 |= S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8);
-       }
-
-       si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, rsrc1);
-       si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
-                      S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
-                      S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
-                      S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+   if (!shader)
+      return;
+
+   /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
+   radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA, SI_TRACKED_SPI_PS_INPUT_ENA,
+                               shader->ctx_reg.ps.spi_ps_input_ena,
+                               shader->ctx_reg.ps.spi_ps_input_addr);
+
+   radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL, SI_TRACKED_SPI_BARYC_CNTL,
+                              shader->ctx_reg.ps.spi_baryc_cntl);
+   radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL, SI_TRACKED_SPI_PS_IN_CONTROL,
+                              shader->ctx_reg.ps.spi_ps_in_control);
+
+   /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
+   radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT, SI_TRACKED_SPI_SHADER_Z_FORMAT,
+                               shader->ctx_reg.ps.spi_shader_z_format,
+                               shader->ctx_reg.ps.spi_shader_col_format);
+
+   radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK, SI_TRACKED_CB_SHADER_MASK,
+                              shader->ctx_reg.ps.cb_shader_mask);
+
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
 }
 
-static void si_shader_init_pm4_state(struct si_screen *sscreen,
-                                     struct si_shader *shader)
+static void si_shader_ps(struct si_screen *sscreen, struct si_shader *shader)
 {
-       switch (shader->selector->type) {
-       case PIPE_SHADER_VERTEX:
-               if (shader->key.as_ls)
-                       si_shader_ls(sscreen, shader);
-               else if (shader->key.as_es)
-                       si_shader_es(sscreen, shader);
-               else if (shader->key.as_ngg)
-                       gfx10_shader_ngg(sscreen, shader);
-               else
-                       si_shader_vs(sscreen, shader, NULL);
-               break;
-       case PIPE_SHADER_TESS_CTRL:
-               si_shader_hs(sscreen, shader);
-               break;
-       case PIPE_SHADER_TESS_EVAL:
-               if (shader->key.as_es)
-                       si_shader_es(sscreen, shader);
-               else if (shader->key.as_ngg)
-                       gfx10_shader_ngg(sscreen, shader);
-               else
-                       si_shader_vs(sscreen, shader, NULL);
-               break;
-       case PIPE_SHADER_GEOMETRY:
-               if (shader->key.as_ngg)
-                       gfx10_shader_ngg(sscreen, shader);
-               else
-                       si_shader_gs(sscreen, shader);
-               break;
-       case PIPE_SHADER_FRAGMENT:
-               si_shader_ps(sscreen, shader);
-               break;
-       default:
-               assert(0);
-       }
+   struct si_shader_info *info = &shader->selector->info;
+   struct si_pm4_state *pm4;
+   unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
+   unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
+   uint64_t va;
+   unsigned input_ena = shader->config.spi_ps_input_ena;
+
+   /* we need to enable at least one of them, otherwise we hang the GPU */
+   assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) || G_0286CC_PERSP_CENTER_ENA(input_ena) ||
+          G_0286CC_PERSP_CENTROID_ENA(input_ena) || G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
+          G_0286CC_LINEAR_SAMPLE_ENA(input_ena) || G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
+          G_0286CC_LINEAR_CENTROID_ENA(input_ena) || G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
+   /* POS_W_FLOAT_ENA requires one of the perspective weights. */
+   assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) || G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
+          G_0286CC_PERSP_CENTER_ENA(input_ena) || G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
+          G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
+
+   /* Validate interpolation optimization flags (read as implications). */
+   assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
+          (G_0286CC_PERSP_CENTER_ENA(input_ena) && G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+   assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
+          (G_0286CC_LINEAR_CENTER_ENA(input_ena) && G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+   assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
+          (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+   assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
+          (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+   assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
+          (!G_0286CC_PERSP_CENTER_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+   assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
+          (!G_0286CC_LINEAR_CENTER_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+
+   /* Validate cases when the optimizations are off (read as implications). */
+   assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
+          !G_0286CC_PERSP_CENTER_ENA(input_ena) || !G_0286CC_PERSP_CENTROID_ENA(input_ena));
+   assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
+          !G_0286CC_LINEAR_CENTER_ENA(input_ena) || !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
+
+   pm4 = si_get_shader_pm4_state(shader);
+   if (!pm4)
+      return;
+
+   pm4->atom.emit = si_emit_shader_ps;
+
+   /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
+    * Possible vaules:
+    * 0 -> Position = pixel center
+    * 1 -> Position = pixel centroid
+    * 2 -> Position = at sample position
+    *
+    * From GLSL 4.5 specification, section 7.1:
+    *   "The variable gl_FragCoord is available as an input variable from
+    *    within fragment shaders and it holds the window relative coordinates
+    *    (x, y, z, 1/w) values for the fragment. If multi-sampling, this
+    *    value can be for any location within the pixel, or one of the
+    *    fragment samples. The use of centroid does not further restrict
+    *    this value to be inside the current primitive."
+    *
+    * Meaning that centroid has no effect and we can return anything within
+    * the pixel. Thus, return the value at sample position, because that's
+    * the most accurate one shaders can get.
+    */
+   spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
+
+   if (info->base.fs.pixel_center_integer)
+      spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
+
+   spi_shader_col_format = si_get_spi_shader_col_format(shader);
+   cb_shader_mask = ac_get_cb_shader_mask(shader->key.part.ps.epilog.spi_shader_col_format);
+
+   /* Ensure that some export memory is always allocated, for two reasons:
+    *
+    * 1) Correctness: The hardware ignores the EXEC mask if no export
+    *    memory is allocated, so KILL and alpha test do not work correctly
+    *    without this.
+    * 2) Performance: Every shader needs at least a NULL export, even when
+    *    it writes no color/depth output. The NULL export instruction
+    *    stalls without this setting.
+    *
+    * Don't add this to CB_SHADER_MASK.
+    *
+    * GFX10 supports pixel shaders without exports by setting both
+    * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
+    * instructions if any are present.
+    */
+   if ((sscreen->info.chip_class <= GFX9 || info->base.fs.uses_discard ||
+        shader->key.part.ps.epilog.alpha_func != PIPE_FUNC_ALWAYS) &&
+       !spi_shader_col_format && !info->writes_z && !info->writes_stencil &&
+       !info->writes_samplemask)
+      spi_shader_col_format = V_028714_SPI_SHADER_32_R;
+
+   shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
+   shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
+
+   /* Set interpolation controls. */
+   spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader)) |
+                       S_0286D8_PS_W32_EN(sscreen->ps_wave_size == 32);
+
+   shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
+   shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
+   shader->ctx_reg.ps.spi_shader_z_format =
+      ac_get_spi_shader_z_format(info->writes_z, info->writes_stencil, info->writes_samplemask);
+   shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
+   shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
+
+   va = shader->bo->gpu_address;
+   si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
+   si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
+
+   uint32_t rsrc1 =
+      S_00B028_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ps_wave_size == 32 ? 8 : 4)) |
+      S_00B028_DX10_CLAMP(1) | S_00B028_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+      S_00B028_FLOAT_MODE(shader->config.float_mode);
+
+   if (sscreen->info.chip_class < GFX10) {
+      rsrc1 |= S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8);
+   }
+
+   si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, rsrc1);
+   si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
+                  S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
+                     S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
+                     S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+}
+
+static void si_shader_init_pm4_state(struct si_screen *sscreen, struct si_shader *shader)
+{
+   switch (shader->selector->info.stage) {
+   case MESA_SHADER_VERTEX:
+      if (shader->key.as_ls)
+         si_shader_ls(sscreen, shader);
+      else if (shader->key.as_es)
+         si_shader_es(sscreen, shader);
+      else if (shader->key.as_ngg)
+         gfx10_shader_ngg(sscreen, shader);
+      else
+         si_shader_vs(sscreen, shader, NULL);
+      break;
+   case MESA_SHADER_TESS_CTRL:
+      si_shader_hs(sscreen, shader);
+      break;
+   case MESA_SHADER_TESS_EVAL:
+      if (shader->key.as_es)
+         si_shader_es(sscreen, shader);
+      else if (shader->key.as_ngg)
+         gfx10_shader_ngg(sscreen, shader);
+      else
+         si_shader_vs(sscreen, shader, NULL);
+      break;
+   case MESA_SHADER_GEOMETRY:
+      if (shader->key.as_ngg)
+         gfx10_shader_ngg(sscreen, shader);
+      else
+         si_shader_gs(sscreen, shader);
+      break;
+   case MESA_SHADER_FRAGMENT:
+      si_shader_ps(sscreen, shader);
+      break;
+   default:
+      assert(0);
+   }
 }
 
 static unsigned si_get_alpha_test_func(struct si_context *sctx)
 {
-       /* Alpha-test should be disabled if colorbuffer 0 is integer. */
-       return sctx->queued.named.dsa->alpha_func;
+   /* Alpha-test should be disabled if colorbuffer 0 is integer. */
+   return sctx->queued.named.dsa->alpha_func;
 }
 
-void si_shader_selector_key_vs(struct si_context *sctx,
-                              struct si_shader_selector *vs,
-                              struct si_shader_key *key,
-                              struct si_vs_prolog_bits *prolog_key)
+void si_shader_selector_key_vs(struct si_context *sctx, struct si_shader_selector *vs,
+                               struct si_shader_key *key, struct si_vs_prolog_bits *prolog_key)
 {
-       if (!sctx->vertex_elements ||
-           vs->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD])
-               return;
-
-       struct si_vertex_elements *elts = sctx->vertex_elements;
-
-       prolog_key->instance_divisor_is_one = elts->instance_divisor_is_one;
-       prolog_key->instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
-       prolog_key->unpack_instance_id_from_vertex_id =
-               sctx->prim_discard_cs_instancing;
-
-       /* Prefer a monolithic shader to allow scheduling divisions around
-        * VBO loads. */
-       if (prolog_key->instance_divisor_is_fetched)
-               key->opt.prefer_mono = 1;
-
-       unsigned count = MIN2(vs->info.num_inputs, elts->count);
-       unsigned count_mask = (1 << count) - 1;
-       unsigned fix = elts->fix_fetch_always & count_mask;
-       unsigned opencode = elts->fix_fetch_opencode & count_mask;
-
-       if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
-               uint32_t mask = elts->fix_fetch_unaligned & count_mask;
-               while (mask) {
-                       unsigned i = u_bit_scan(&mask);
-                       unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
-                       unsigned vbidx = elts->vertex_buffer_index[i];
-                       struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
-                       unsigned align_mask = (1 << log_hw_load_size) - 1;
-                       if (vb->buffer_offset & align_mask ||
-                           vb->stride & align_mask) {
-                               fix |= 1 << i;
-                               opencode |= 1 << i;
-                       }
-               }
-       }
-
-       while (fix) {
-               unsigned i = u_bit_scan(&fix);
-               key->mono.vs_fix_fetch[i].bits = elts->fix_fetch[i];
-       }
-       key->mono.vs_fetch_opencode = opencode;
-}
+   if (!sctx->vertex_elements || vs->info.base.vs.blit_sgprs_amd)
+      return;
 
-static void si_shader_selector_key_hw_vs(struct si_context *sctx,
-                                        struct si_shader_selector *vs,
-                                        struct si_shader_key *key)
-{
-       struct si_shader_selector *ps = sctx->ps_shader.cso;
-
-       key->opt.clip_disable =
-               sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
-               (vs->info.clipdist_writemask ||
-                vs->info.writes_clipvertex) &&
-               !vs->info.culldist_writemask;
-
-       /* Find out if PS is disabled. */
-       bool ps_disabled = true;
-       if (ps) {
-               bool ps_modifies_zs = ps->info.uses_kill ||
-                                     ps->info.writes_z ||
-                                     ps->info.writes_stencil ||
-                                     ps->info.writes_samplemask ||
-                                     sctx->queued.named.blend->alpha_to_coverage ||
-                                     si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
-               unsigned ps_colormask = si_get_total_colormask(sctx);
-
-               ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
-                             (!ps_colormask &&
-                              !ps_modifies_zs &&
-                              !ps->info.writes_memory);
-       }
-
-       /* Find out which VS outputs aren't used by the PS. */
-       uint64_t outputs_written = vs->outputs_written_before_ps;
-       uint64_t inputs_read = 0;
-
-       /* Ignore outputs that are not passed from VS to PS. */
-       outputs_written &= ~((1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0, true)) |
-                            (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0, true)) |
-                            (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_CLIPVERTEX, 0, true)));
-
-       if (!ps_disabled) {
-               inputs_read = ps->inputs_read;
-       }
-
-       uint64_t linked = outputs_written & inputs_read;
-
-       key->opt.kill_outputs = ~linked & outputs_written;
-       key->opt.ngg_culling = sctx->ngg_culling;
+   struct si_vertex_elements *elts = sctx->vertex_elements;
+
+   prolog_key->instance_divisor_is_one = elts->instance_divisor_is_one;
+   prolog_key->instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
+   prolog_key->unpack_instance_id_from_vertex_id = sctx->prim_discard_cs_instancing;
+
+   /* Prefer a monolithic shader to allow scheduling divisions around
+    * VBO loads. */
+   if (prolog_key->instance_divisor_is_fetched)
+      key->opt.prefer_mono = 1;
+
+   unsigned count = MIN2(vs->info.num_inputs, elts->count);
+   unsigned count_mask = (1 << count) - 1;
+   unsigned fix = elts->fix_fetch_always & count_mask;
+   unsigned opencode = elts->fix_fetch_opencode & count_mask;
+
+   if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
+      uint32_t mask = elts->fix_fetch_unaligned & count_mask;
+      while (mask) {
+         unsigned i = u_bit_scan(&mask);
+         unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
+         unsigned vbidx = elts->vertex_buffer_index[i];
+         struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
+         unsigned align_mask = (1 << log_hw_load_size) - 1;
+         if (vb->buffer_offset & align_mask || vb->stride & align_mask) {
+            fix |= 1 << i;
+            opencode |= 1 << i;
+         }
+      }
+   }
+
+   while (fix) {
+      unsigned i = u_bit_scan(&fix);
+      key->mono.vs_fix_fetch[i].bits = elts->fix_fetch[i];
+   }
+   key->mono.vs_fetch_opencode = opencode;
 }
 
-/* Compute the key for the hw shader variant */
-static inline void si_shader_selector_key(struct pipe_context *ctx,
-                                         struct si_shader_selector *sel,
-                                         union si_vgt_stages_key stages_key,
-                                         struct si_shader_key *key)
+static void si_shader_selector_key_hw_vs(struct si_context *sctx, struct si_shader_selector *vs,
+                                         struct si_shader_key *key)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-
-       memset(key, 0, sizeof(*key));
-
-       switch (sel->type) {
-       case PIPE_SHADER_VERTEX:
-               si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
-
-               if (sctx->tes_shader.cso)
-                       key->as_ls = 1;
-               else if (sctx->gs_shader.cso) {
-                       key->as_es = 1;
-                       key->as_ngg = stages_key.u.ngg;
-               } else {
-                       key->as_ngg = stages_key.u.ngg;
-                       si_shader_selector_key_hw_vs(sctx, sel, key);
-
-                       if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
-                               key->mono.u.vs_export_prim_id = 1;
-               }
-               break;
-       case PIPE_SHADER_TESS_CTRL:
-               if (sctx->chip_class >= GFX9) {
-                       si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
-                                                 key, &key->part.tcs.ls_prolog);
-                       key->part.tcs.ls = sctx->vs_shader.cso;
-
-                       /* When the LS VGPR fix is needed, monolithic shaders
-                        * can:
-                        *  - avoid initializing EXEC in both the LS prolog
-                        *    and the LS main part when !vs_needs_prolog
-                        *  - remove the fixup for unused input VGPRs
-                        */
-                       key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
-
-                       /* The LS output / HS input layout can be communicated
-                        * directly instead of via user SGPRs for merged LS-HS.
-                        * The LS VGPR fix prefers this too.
-                        */
-                       key->opt.prefer_mono = 1;
-               }
-
-               key->part.tcs.epilog.prim_mode =
-                       sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
-               key->part.tcs.epilog.invoc0_tess_factors_are_def =
-                       sel->info.tessfactors_are_def_in_all_invocs;
-               key->part.tcs.epilog.tes_reads_tess_factors =
-                       sctx->tes_shader.cso->info.reads_tess_factors;
-
-               if (sel == sctx->fixed_func_tcs_shader.cso)
-                       key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
-               break;
-       case PIPE_SHADER_TESS_EVAL:
-               key->as_ngg = stages_key.u.ngg;
-
-               if (sctx->gs_shader.cso)
-                       key->as_es = 1;
-               else {
-                       si_shader_selector_key_hw_vs(sctx, sel, key);
-
-                       if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
-                               key->mono.u.vs_export_prim_id = 1;
-               }
-               break;
-       case PIPE_SHADER_GEOMETRY:
-               if (sctx->chip_class >= GFX9) {
-                       if (sctx->tes_shader.cso) {
-                               key->part.gs.es = sctx->tes_shader.cso;
-                       } else {
-                               si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
-                                                         key, &key->part.gs.vs_prolog);
-                               key->part.gs.es = sctx->vs_shader.cso;
-                               key->part.gs.prolog.gfx9_prev_is_vs = 1;
-                       }
-
-                       key->as_ngg = stages_key.u.ngg;
-
-                       /* Merged ES-GS can have unbalanced wave usage.
-                        *
-                        * ES threads are per-vertex, while GS threads are
-                        * per-primitive. So without any amplification, there
-                        * are fewer GS threads than ES threads, which can result
-                        * in empty (no-op) GS waves. With too much amplification,
-                        * there are more GS threads than ES threads, which
-                        * can result in empty (no-op) ES waves.
-                        *
-                        * Non-monolithic shaders are implemented by setting EXEC
-                        * at the beginning of shader parts, and don't jump to
-                        * the end if EXEC is 0.
-                        *
-                        * Monolithic shaders use conditional blocks, so they can
-                        * jump and skip empty waves of ES or GS. So set this to
-                        * always use optimized variants, which are monolithic.
-                        */
-                       key->opt.prefer_mono = 1;
-               }
-               key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
-               break;
-       case PIPE_SHADER_FRAGMENT: {
-               struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
-               struct si_state_blend *blend = sctx->queued.named.blend;
-
-               if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
-                   sel->info.colors_written == 0x1)
-                       key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
-
-               /* Select the shader color format based on whether
-                * blending or alpha are needed.
-                */
-               key->part.ps.epilog.spi_shader_col_format =
-                       (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
-                        sctx->framebuffer.spi_shader_col_format_blend_alpha) |
-                       (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
-                        sctx->framebuffer.spi_shader_col_format_blend) |
-                       (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
-                        sctx->framebuffer.spi_shader_col_format_alpha) |
-                       (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
-                        sctx->framebuffer.spi_shader_col_format);
-               key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
-
-               /* The output for dual source blending should have
-                * the same format as the first output.
-                */
-               if (blend->dual_src_blend) {
-                       key->part.ps.epilog.spi_shader_col_format |=
-                               (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
-               }
-
-               /* If alpha-to-coverage is enabled, we have to export alpha
-                * even if there is no color buffer.
-                */
-               if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) &&
-                   blend->alpha_to_coverage)
-                       key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
-
-               /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
-                * to the range supported by the type if a channel has less
-                * than 16 bits and the export format is 16_ABGR.
-                */
-               if (sctx->chip_class <= GFX7 && sctx->family != CHIP_HAWAII) {
-                       key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
-                       key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
-               }
-
-               /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
-               if (!key->part.ps.epilog.last_cbuf) {
-                       key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
-                       key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
-                       key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
-               }
-
-               bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
-               bool is_line = util_prim_is_lines(sctx->current_rast_prim);
-
-               key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
-               key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
-
-               key->part.ps.epilog.alpha_to_one = blend->alpha_to_one &&
-                                                  rs->multisample_enable;
-
-               key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
-               key->part.ps.epilog.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
-                                                          (is_line && rs->line_smooth)) &&
-                                                         sctx->framebuffer.nr_samples <= 1;
-               key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
-
-               if (sctx->ps_iter_samples > 1 &&
-                   sel->info.reads_samplemask) {
-                       key->part.ps.prolog.samplemask_log_ps_iter =
-                               util_logbase2(sctx->ps_iter_samples);
-               }
-
-               if (rs->force_persample_interp &&
-                   rs->multisample_enable &&
-                   sctx->framebuffer.nr_samples > 1 &&
-                   sctx->ps_iter_samples > 1) {
-                       key->part.ps.prolog.force_persp_sample_interp =
-                               sel->info.uses_persp_center ||
-                               sel->info.uses_persp_centroid;
-
-                       key->part.ps.prolog.force_linear_sample_interp =
-                               sel->info.uses_linear_center ||
-                               sel->info.uses_linear_centroid;
-               } else if (rs->multisample_enable &&
-                          sctx->framebuffer.nr_samples > 1) {
-                       key->part.ps.prolog.bc_optimize_for_persp =
-                               sel->info.uses_persp_center &&
-                               sel->info.uses_persp_centroid;
-                       key->part.ps.prolog.bc_optimize_for_linear =
-                               sel->info.uses_linear_center &&
-                               sel->info.uses_linear_centroid;
-               } else {
-                       /* Make sure SPI doesn't compute more than 1 pair
-                        * of (i,j), which is the optimization here. */
-                       key->part.ps.prolog.force_persp_center_interp =
-                               sel->info.uses_persp_center +
-                               sel->info.uses_persp_centroid +
-                               sel->info.uses_persp_sample > 1;
-
-                       key->part.ps.prolog.force_linear_center_interp =
-                               sel->info.uses_linear_center +
-                               sel->info.uses_linear_centroid +
-                               sel->info.uses_linear_sample > 1;
-
-                       if (sel->info.uses_persp_opcode_interp_sample ||
-                           sel->info.uses_linear_opcode_interp_sample)
-                               key->mono.u.ps.interpolate_at_sample_force_center = 1;
-               }
-
-               key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
-
-               /* ps_uses_fbfetch is true only if the color buffer is bound. */
-               if (sctx->ps_uses_fbfetch && !sctx->blitter->running) {
-                       struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
-                       struct pipe_resource *tex = cb0->texture;
-
-                       /* 1D textures are allocated and used as 2D on GFX9. */
-                       key->mono.u.ps.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
-                       key->mono.u.ps.fbfetch_is_1D = sctx->chip_class != GFX9 &&
-                                                      (tex->target == PIPE_TEXTURE_1D ||
-                                                       tex->target == PIPE_TEXTURE_1D_ARRAY);
-                       key->mono.u.ps.fbfetch_layered = tex->target == PIPE_TEXTURE_1D_ARRAY ||
-                                                        tex->target == PIPE_TEXTURE_2D_ARRAY ||
-                                                        tex->target == PIPE_TEXTURE_CUBE ||
-                                                        tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
-                                                        tex->target == PIPE_TEXTURE_3D;
-               }
-               break;
-       }
-       default:
-               assert(0);
-       }
-
-       if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
-               memset(&key->opt, 0, sizeof(key->opt));
+   struct si_shader_selector *ps = sctx->ps_shader.cso;
+
+   key->opt.clip_disable = sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
+                           (vs->info.base.clip_distance_array_size || vs->info.writes_clipvertex) &&
+                           !vs->info.base.cull_distance_array_size;
+
+   /* Find out if PS is disabled. */
+   bool ps_disabled = true;
+   if (ps) {
+      bool ps_modifies_zs = ps->info.base.fs.uses_discard || ps->info.writes_z || ps->info.writes_stencil ||
+                            ps->info.writes_samplemask ||
+                            sctx->queued.named.blend->alpha_to_coverage ||
+                            si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
+      unsigned ps_colormask = si_get_total_colormask(sctx);
+
+      ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
+                    (!ps_colormask && !ps_modifies_zs && !ps->info.base.writes_memory);
+   }
+
+   /* Find out which VS outputs aren't used by the PS. */
+   uint64_t outputs_written = vs->outputs_written_before_ps;
+   uint64_t inputs_read = 0;
+
+   /* Ignore outputs that are not passed from VS to PS. */
+   outputs_written &= ~((1ull << si_shader_io_get_unique_index(VARYING_SLOT_POS, true)) |
+                        (1ull << si_shader_io_get_unique_index(VARYING_SLOT_PSIZ, true)) |
+                        (1ull << si_shader_io_get_unique_index(VARYING_SLOT_CLIP_VERTEX, true)));
+
+   if (!ps_disabled) {
+      inputs_read = ps->inputs_read;
+   }
+
+   uint64_t linked = outputs_written & inputs_read;
+
+   key->opt.kill_outputs = ~linked & outputs_written;
+   key->opt.ngg_culling = sctx->ngg_culling;
 }
 
-static void si_build_shader_variant(struct si_shader *shader,
-                                   int thread_index,
-                                   bool low_priority)
-{
-       struct si_shader_selector *sel = shader->selector;
-       struct si_screen *sscreen = sel->screen;
-       struct ac_llvm_compiler *compiler;
-       struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
-
-       if (thread_index >= 0) {
-               if (low_priority) {
-                       assert(thread_index < ARRAY_SIZE(sscreen->compiler_lowp));
-                       compiler = &sscreen->compiler_lowp[thread_index];
-               } else {
-                       assert(thread_index < ARRAY_SIZE(sscreen->compiler));
-                       compiler = &sscreen->compiler[thread_index];
-               }
-               if (!debug->async)
-                       debug = NULL;
-       } else {
-               assert(!low_priority);
-               compiler = shader->compiler_ctx_state.compiler;
-       }
-
-       if (!compiler->passes)
-               si_init_compiler(sscreen, compiler);
-
-       if (unlikely(!si_create_shader_variant(sscreen, compiler, shader, debug))) {
-               PRINT_ERR("Failed to build shader variant (type=%u)\n",
-                         sel->type);
-               shader->compilation_failed = true;
-               return;
-       }
-
-       if (shader->compiler_ctx_state.is_debug_context) {
-               FILE *f = open_memstream(&shader->shader_log,
-                                        &shader->shader_log_size);
-               if (f) {
-                       si_shader_dump(sscreen, shader, NULL, f, false);
-                       fclose(f);
-               }
-       }
-
-       si_shader_init_pm4_state(sscreen, shader);
+/* Compute the key for the hw shader variant */
+static inline void si_shader_selector_key(struct pipe_context *ctx, struct si_shader_selector *sel,
+                                          union si_vgt_stages_key stages_key,
+                                          struct si_shader_key *key)
+{
+   struct si_context *sctx = (struct si_context *)ctx;
+
+   memset(key, 0, sizeof(*key));
+
+   switch (sel->info.stage) {
+   case MESA_SHADER_VERTEX:
+      si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
+
+      if (sctx->tes_shader.cso)
+         key->as_ls = 1;
+      else if (sctx->gs_shader.cso) {
+         key->as_es = 1;
+         key->as_ngg = stages_key.u.ngg;
+      } else {
+         key->as_ngg = stages_key.u.ngg;
+         si_shader_selector_key_hw_vs(sctx, sel, key);
+
+         if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
+            key->mono.u.vs_export_prim_id = 1;
+      }
+      break;
+   case MESA_SHADER_TESS_CTRL:
+      if (sctx->chip_class >= GFX9) {
+         si_shader_selector_key_vs(sctx, sctx->vs_shader.cso, key, &key->part.tcs.ls_prolog);
+         key->part.tcs.ls = sctx->vs_shader.cso;
+
+         /* When the LS VGPR fix is needed, monolithic shaders
+          * can:
+          *  - avoid initializing EXEC in both the LS prolog
+          *    and the LS main part when !vs_needs_prolog
+          *  - remove the fixup for unused input VGPRs
+          */
+         key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
+
+         /* The LS output / HS input layout can be communicated
+          * directly instead of via user SGPRs for merged LS-HS.
+          * The LS VGPR fix prefers this too.
+          */
+         key->opt.prefer_mono = 1;
+      }
+
+      key->part.tcs.epilog.prim_mode =
+         sctx->tes_shader.cso->info.base.tess.primitive_mode;
+      key->part.tcs.epilog.invoc0_tess_factors_are_def =
+         sel->info.tessfactors_are_def_in_all_invocs;
+      key->part.tcs.epilog.tes_reads_tess_factors = sctx->tes_shader.cso->info.reads_tess_factors;
+
+      if (sel == sctx->fixed_func_tcs_shader.cso)
+         key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
+      break;
+   case MESA_SHADER_TESS_EVAL:
+      key->as_ngg = stages_key.u.ngg;
+
+      if (sctx->gs_shader.cso)
+         key->as_es = 1;
+      else {
+         si_shader_selector_key_hw_vs(sctx, sel, key);
+
+         if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
+            key->mono.u.vs_export_prim_id = 1;
+      }
+      break;
+   case MESA_SHADER_GEOMETRY:
+      if (sctx->chip_class >= GFX9) {
+         if (sctx->tes_shader.cso) {
+            key->part.gs.es = sctx->tes_shader.cso;
+         } else {
+            si_shader_selector_key_vs(sctx, sctx->vs_shader.cso, key, &key->part.gs.vs_prolog);
+            key->part.gs.es = sctx->vs_shader.cso;
+            key->part.gs.prolog.gfx9_prev_is_vs = 1;
+         }
+
+         key->as_ngg = stages_key.u.ngg;
+
+         /* Merged ES-GS can have unbalanced wave usage.
+          *
+          * ES threads are per-vertex, while GS threads are
+          * per-primitive. So without any amplification, there
+          * are fewer GS threads than ES threads, which can result
+          * in empty (no-op) GS waves. With too much amplification,
+          * there are more GS threads than ES threads, which
+          * can result in empty (no-op) ES waves.
+          *
+          * Non-monolithic shaders are implemented by setting EXEC
+          * at the beginning of shader parts, and don't jump to
+          * the end if EXEC is 0.
+          *
+          * Monolithic shaders use conditional blocks, so they can
+          * jump and skip empty waves of ES or GS. So set this to
+          * always use optimized variants, which are monolithic.
+          */
+         key->opt.prefer_mono = 1;
+      }
+      key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
+      break;
+   case MESA_SHADER_FRAGMENT: {
+      struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
+      struct si_state_blend *blend = sctx->queued.named.blend;
+
+      if (sel->info.color0_writes_all_cbufs &&
+          sel->info.colors_written == 0x1)
+         key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
+
+      /* Select the shader color format based on whether
+       * blending or alpha are needed.
+       */
+      key->part.ps.epilog.spi_shader_col_format =
+         (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
+          sctx->framebuffer.spi_shader_col_format_blend_alpha) |
+         (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
+          sctx->framebuffer.spi_shader_col_format_blend) |
+         (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
+          sctx->framebuffer.spi_shader_col_format_alpha) |
+         (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
+          sctx->framebuffer.spi_shader_col_format);
+      key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
+
+      /* The output for dual source blending should have
+       * the same format as the first output.
+       */
+      if (blend->dual_src_blend) {
+         key->part.ps.epilog.spi_shader_col_format |=
+            (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
+      }
+
+      /* If alpha-to-coverage is enabled, we have to export alpha
+       * even if there is no color buffer.
+       */
+      if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) && blend->alpha_to_coverage)
+         key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
+
+      /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
+       * to the range supported by the type if a channel has less
+       * than 16 bits and the export format is 16_ABGR.
+       */
+      if (sctx->chip_class <= GFX7 && sctx->family != CHIP_HAWAII) {
+         key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
+         key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
+      }
+
+      /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
+      if (!key->part.ps.epilog.last_cbuf) {
+         key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
+         key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
+         key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
+      }
+
+      bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
+      bool is_line = util_prim_is_lines(sctx->current_rast_prim);
+
+      key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
+      key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
+
+      key->part.ps.epilog.alpha_to_one = blend->alpha_to_one && rs->multisample_enable;
+
+      key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
+      key->part.ps.epilog.poly_line_smoothing =
+         ((is_poly && rs->poly_smooth) || (is_line && rs->line_smooth)) &&
+         sctx->framebuffer.nr_samples <= 1;
+      key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
+
+      if (sctx->ps_iter_samples > 1 && sel->info.reads_samplemask) {
+         key->part.ps.prolog.samplemask_log_ps_iter = util_logbase2(sctx->ps_iter_samples);
+      }
+
+      if (rs->force_persample_interp && rs->multisample_enable &&
+          sctx->framebuffer.nr_samples > 1 && sctx->ps_iter_samples > 1) {
+         key->part.ps.prolog.force_persp_sample_interp =
+            sel->info.uses_persp_center || sel->info.uses_persp_centroid;
+
+         key->part.ps.prolog.force_linear_sample_interp =
+            sel->info.uses_linear_center || sel->info.uses_linear_centroid;
+      } else if (rs->multisample_enable && sctx->framebuffer.nr_samples > 1) {
+         key->part.ps.prolog.bc_optimize_for_persp =
+            sel->info.uses_persp_center && sel->info.uses_persp_centroid;
+         key->part.ps.prolog.bc_optimize_for_linear =
+            sel->info.uses_linear_center && sel->info.uses_linear_centroid;
+      } else {
+         /* Make sure SPI doesn't compute more than 1 pair
+          * of (i,j), which is the optimization here. */
+         key->part.ps.prolog.force_persp_center_interp = sel->info.uses_persp_center +
+                                                            sel->info.uses_persp_centroid +
+                                                            sel->info.uses_persp_sample >
+                                                         1;
+
+         key->part.ps.prolog.force_linear_center_interp = sel->info.uses_linear_center +
+                                                             sel->info.uses_linear_centroid +
+                                                             sel->info.uses_linear_sample >
+                                                          1;
+
+         if (sel->info.uses_interp_at_sample)
+            key->mono.u.ps.interpolate_at_sample_force_center = 1;
+      }
+
+      key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
+
+      /* ps_uses_fbfetch is true only if the color buffer is bound. */
+      if (sctx->ps_uses_fbfetch && !sctx->blitter->running) {
+         struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
+         struct pipe_resource *tex = cb0->texture;
+
+         /* 1D textures are allocated and used as 2D on GFX9. */
+         key->mono.u.ps.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
+         key->mono.u.ps.fbfetch_is_1D =
+            sctx->chip_class != GFX9 &&
+            (tex->target == PIPE_TEXTURE_1D || tex->target == PIPE_TEXTURE_1D_ARRAY);
+         key->mono.u.ps.fbfetch_layered =
+            tex->target == PIPE_TEXTURE_1D_ARRAY || tex->target == PIPE_TEXTURE_2D_ARRAY ||
+            tex->target == PIPE_TEXTURE_CUBE || tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
+            tex->target == PIPE_TEXTURE_3D;
+      }
+      break;
+   }
+   default:
+      assert(0);
+   }
+
+   if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
+      memset(&key->opt, 0, sizeof(key->opt));
+}
+
+static void si_build_shader_variant(struct si_shader *shader, int thread_index, bool low_priority)
+{
+   struct si_shader_selector *sel = shader->selector;
+   struct si_screen *sscreen = sel->screen;
+   struct ac_llvm_compiler *compiler;
+   struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
+
+   if (thread_index >= 0) {
+      if (low_priority) {
+         assert(thread_index < ARRAY_SIZE(sscreen->compiler_lowp));
+         compiler = &sscreen->compiler_lowp[thread_index];
+      } else {
+         assert(thread_index < ARRAY_SIZE(sscreen->compiler));
+         compiler = &sscreen->compiler[thread_index];
+      }
+      if (!debug->async)
+         debug = NULL;
+   } else {
+      assert(!low_priority);
+      compiler = shader->compiler_ctx_state.compiler;
+   }
+
+   if (!compiler->passes)
+      si_init_compiler(sscreen, compiler);
+
+   if (unlikely(!si_create_shader_variant(sscreen, compiler, shader, debug))) {
+      PRINT_ERR("Failed to build shader variant (type=%u)\n", sel->info.stage);
+      shader->compilation_failed = true;
+      return;
+   }
+
+   if (shader->compiler_ctx_state.is_debug_context) {
+      FILE *f = open_memstream(&shader->shader_log, &shader->shader_log_size);
+      if (f) {
+         si_shader_dump(sscreen, shader, NULL, f, false);
+         fclose(f);
+      }
+   }
+
+   si_shader_init_pm4_state(sscreen, shader);
 }
 
 static void si_build_shader_variant_low_priority(void *job, int thread_index)
 {
-       struct si_shader *shader = (struct si_shader *)job;
+   struct si_shader *shader = (struct si_shader *)job;
 
-       assert(thread_index >= 0);
+   assert(thread_index >= 0);
 
-       si_build_shader_variant(shader, thread_index, true);
+   si_build_shader_variant(shader, thread_index, true);
 }
 
 static const struct si_shader_key zeroed;
 
-static bool si_check_missing_main_part(struct si_screen *sscreen,
-                                      struct si_shader_selector *sel,
-                                      struct si_compiler_ctx_state *compiler_state,
-                                      struct si_shader_key *key)
+static bool si_check_missing_main_part(struct si_screen *sscreen, struct si_shader_selector *sel,
+                                       struct si_compiler_ctx_state *compiler_state,
+                                       struct si_shader_key *key)
 {
-       struct si_shader **mainp = si_get_main_shader_part(sel, key);
-
-       if (!*mainp) {
-               struct si_shader *main_part = CALLOC_STRUCT(si_shader);
-
-               if (!main_part)
-                       return false;
-
-               /* We can leave the fence as permanently signaled because the
-                * main part becomes visible globally only after it has been
-                * compiled. */
-               util_queue_fence_init(&main_part->ready);
-
-               main_part->selector = sel;
-               main_part->key.as_es = key->as_es;
-               main_part->key.as_ls = key->as_ls;
-               main_part->key.as_ngg = key->as_ngg;
-               main_part->is_monolithic = false;
-
-               if (!si_compile_shader(sscreen, compiler_state->compiler,
-                                      main_part, &compiler_state->debug)) {
-                       FREE(main_part);
-                       return false;
-               }
-               *mainp = main_part;
-       }
-       return true;
+   struct si_shader **mainp = si_get_main_shader_part(sel, key);
+
+   if (!*mainp) {
+      struct si_shader *main_part = CALLOC_STRUCT(si_shader);
+
+      if (!main_part)
+         return false;
+
+      /* We can leave the fence as permanently signaled because the
+       * main part becomes visible globally only after it has been
+       * compiled. */
+      util_queue_fence_init(&main_part->ready);
+
+      main_part->selector = sel;
+      main_part->key.as_es = key->as_es;
+      main_part->key.as_ls = key->as_ls;
+      main_part->key.as_ngg = key->as_ngg;
+      main_part->is_monolithic = false;
+
+      if (!si_compile_shader(sscreen, compiler_state->compiler, main_part,
+                             &compiler_state->debug)) {
+         FREE(main_part);
+         return false;
+      }
+      *mainp = main_part;
+   }
+   return true;
 }
 
 /**
@@ -2274,283 +2107,266 @@ static bool si_check_missing_main_part(struct si_screen *sscreen,
  *                           the compilation isn't finished, don't select any
  *                           shader and return an error.
  */
-int si_shader_select_with_key(struct si_screen *sscreen,
-                             struct si_shader_ctx_state *state,
-                             struct si_compiler_ctx_state *compiler_state,
-                             struct si_shader_key *key,
-                             int thread_index,
-                             bool optimized_or_none)
+int si_shader_select_with_key(struct si_screen *sscreen, struct si_shader_ctx_state *state,
+                              struct si_compiler_ctx_state *compiler_state,
+                              struct si_shader_key *key, int thread_index, bool optimized_or_none)
 {
-       struct si_shader_selector *sel = state->cso;
-       struct si_shader_selector *previous_stage_sel = NULL;
-       struct si_shader *current = state->current;
-       struct si_shader *iter, *shader = NULL;
+   struct si_shader_selector *sel = state->cso;
+   struct si_shader_selector *previous_stage_sel = NULL;
+   struct si_shader *current = state->current;
+   struct si_shader *iter, *shader = NULL;
 
 again:
-       /* Check if we don't need to change anything.
-        * This path is also used for most shaders that don't need multiple
-        * variants, it will cost just a computation of the key and this
-        * test. */
-       if (likely(current &&
-                  memcmp(&current->key, key, sizeof(*key)) == 0)) {
-               if (unlikely(!util_queue_fence_is_signalled(&current->ready))) {
-                       if (current->is_optimized) {
-                               if (optimized_or_none)
-                                       return -1;
-
-                               memset(&key->opt, 0, sizeof(key->opt));
-                               goto current_not_ready;
-                       }
-
-                       util_queue_fence_wait(&current->ready);
-               }
-
-               return current->compilation_failed ? -1 : 0;
-       }
+   /* Check if we don't need to change anything.
+    * This path is also used for most shaders that don't need multiple
+    * variants, it will cost just a computation of the key and this
+    * test. */
+   if (likely(current && memcmp(&current->key, key, sizeof(*key)) == 0)) {
+      if (unlikely(!util_queue_fence_is_signalled(&current->ready))) {
+         if (current->is_optimized) {
+            if (optimized_or_none)
+               return -1;
+
+            memset(&key->opt, 0, sizeof(key->opt));
+            goto current_not_ready;
+         }
+
+         util_queue_fence_wait(&current->ready);
+      }
+
+      return current->compilation_failed ? -1 : 0;
+   }
 current_not_ready:
 
-       /* This must be done before the mutex is locked, because async GS
-        * compilation calls this function too, and therefore must enter
-        * the mutex first.
-        *
-        * Only wait if we are in a draw call. Don't wait if we are
-        * in a compiler thread.
-        */
-       if (thread_index < 0)
-               util_queue_fence_wait(&sel->ready);
-
-       simple_mtx_lock(&sel->mutex);
-
-       /* Find the shader variant. */
-       for (iter = sel->first_variant; iter; iter = iter->next_variant) {
-               /* Don't check the "current" shader. We checked it above. */
-               if (current != iter &&
-                   memcmp(&iter->key, key, sizeof(*key)) == 0) {
-                       simple_mtx_unlock(&sel->mutex);
-
-                       if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
-                               /* If it's an optimized shader and its compilation has
-                                * been started but isn't done, use the unoptimized
-                                * shader so as not to cause a stall due to compilation.
-                                */
-                               if (iter->is_optimized) {
-                                       if (optimized_or_none)
-                                               return -1;
-                                       memset(&key->opt, 0, sizeof(key->opt));
-                                       goto again;
-                               }
-
-                               util_queue_fence_wait(&iter->ready);
-                       }
-
-                       if (iter->compilation_failed) {
-                               return -1; /* skip the draw call */
-                       }
-
-                       state->current = iter;
-                       return 0;
-               }
-       }
-
-       /* Build a new shader. */
-       shader = CALLOC_STRUCT(si_shader);
-       if (!shader) {
-               simple_mtx_unlock(&sel->mutex);
-               return -ENOMEM;
-       }
-
-       util_queue_fence_init(&shader->ready);
-
-       shader->selector = sel;
-       shader->key = *key;
-       shader->compiler_ctx_state = *compiler_state;
-
-       /* If this is a merged shader, get the first shader's selector. */
-       if (sscreen->info.chip_class >= GFX9) {
-               if (sel->type == PIPE_SHADER_TESS_CTRL)
-                       previous_stage_sel = key->part.tcs.ls;
-               else if (sel->type == PIPE_SHADER_GEOMETRY)
-                       previous_stage_sel = key->part.gs.es;
-
-               /* We need to wait for the previous shader. */
-               if (previous_stage_sel && thread_index < 0)
-                       util_queue_fence_wait(&previous_stage_sel->ready);
-       }
-
-       bool is_pure_monolithic =
-               sscreen->use_monolithic_shaders ||
-               memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
-
-       /* Compile the main shader part if it doesn't exist. This can happen
-        * if the initial guess was wrong.
-        *
-        * The prim discard CS doesn't need the main shader part.
-        */
-       if (!is_pure_monolithic &&
-           !key->opt.vs_as_prim_discard_cs) {
-               bool ok = true;
-
-               /* Make sure the main shader part is present. This is needed
-                * for shaders that can be compiled as VS, LS, or ES, and only
-                * one of them is compiled at creation.
-                *
-                * It is also needed for GS, which can be compiled as non-NGG
-                * and NGG.
-                *
-                * For merged shaders, check that the starting shader's main
-                * part is present.
-                */
-               if (previous_stage_sel) {
-                       struct si_shader_key shader1_key = zeroed;
-
-                       if (sel->type == PIPE_SHADER_TESS_CTRL) {
-                               shader1_key.as_ls = 1;
-                       } else if (sel->type == PIPE_SHADER_GEOMETRY) {
-                               shader1_key.as_es = 1;
-                               shader1_key.as_ngg = key->as_ngg; /* for Wave32 vs Wave64 */
-                       } else {
-                               assert(0);
-                       }
-
-                       simple_mtx_lock(&previous_stage_sel->mutex);
-                       ok = si_check_missing_main_part(sscreen,
-                                                       previous_stage_sel,
-                                                       compiler_state, &shader1_key);
-                       simple_mtx_unlock(&previous_stage_sel->mutex);
-               }
-
-               if (ok) {
-                       ok = si_check_missing_main_part(sscreen, sel,
-                                                       compiler_state, key);
-               }
-
-               if (!ok) {
-                       FREE(shader);
-                       simple_mtx_unlock(&sel->mutex);
-                       return -ENOMEM; /* skip the draw call */
-               }
-       }
-
-       /* Keep the reference to the 1st shader of merged shaders, so that
-        * Gallium can't destroy it before we destroy the 2nd shader.
-        *
-        * Set sctx = NULL, because it's unused if we're not releasing
-        * the shader, and we don't have any sctx here.
-        */
-       si_shader_selector_reference(NULL, &shader->previous_stage_sel,
-                                    previous_stage_sel);
-
-       /* Monolithic-only shaders don't make a distinction between optimized
-        * and unoptimized. */
-       shader->is_monolithic =
-               is_pure_monolithic ||
-               memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
-
-       /* The prim discard CS is always optimized. */
-       shader->is_optimized =
-               (!is_pure_monolithic || key->opt.vs_as_prim_discard_cs) &&
-                memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
-
-       /* If it's an optimized shader, compile it asynchronously. */
-       if (shader->is_optimized && thread_index < 0) {
-               /* Compile it asynchronously. */
-               util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
-                                  shader, &shader->ready,
-                                  si_build_shader_variant_low_priority, NULL,
-                                  0);
-
-               /* Add only after the ready fence was reset, to guard against a
-                * race with si_bind_XX_shader. */
-               if (!sel->last_variant) {
-                       sel->first_variant = shader;
-                       sel->last_variant = shader;
-               } else {
-                       sel->last_variant->next_variant = shader;
-                       sel->last_variant = shader;
-               }
-
-               /* Use the default (unoptimized) shader for now. */
-               memset(&key->opt, 0, sizeof(key->opt));
-               simple_mtx_unlock(&sel->mutex);
-
-               if (sscreen->options.sync_compile)
-                       util_queue_fence_wait(&shader->ready);
-
-               if (optimized_or_none)
-                       return -1;
-               goto again;
-       }
-
-       /* Reset the fence before adding to the variant list. */
-       util_queue_fence_reset(&shader->ready);
-
-       if (!sel->last_variant) {
-               sel->first_variant = shader;
-               sel->last_variant = shader;
-       } else {
-               sel->last_variant->next_variant = shader;
-               sel->last_variant = shader;
-       }
-
-       simple_mtx_unlock(&sel->mutex);
-
-       assert(!shader->is_optimized);
-       si_build_shader_variant(shader, thread_index, false);
-
-       util_queue_fence_signal(&shader->ready);
-
-       if (!shader->compilation_failed)
-               state->current = shader;
-
-       return shader->compilation_failed ? -1 : 0;
-}
-
-static int si_shader_select(struct pipe_context *ctx,
-                           struct si_shader_ctx_state *state,
-                           union si_vgt_stages_key stages_key,
-                           struct si_compiler_ctx_state *compiler_state)
-{
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_key key;
-
-       si_shader_selector_key(ctx, state->cso, stages_key, &key);
-       return si_shader_select_with_key(sctx->screen, state, compiler_state,
-                                        &key, -1, false);
-}
-
-static void si_parse_next_shader_property(const struct si_shader_info *info,
-                                         bool streamout,
-                                         struct si_shader_key *key)
-{
-       unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
-
-       switch (info->processor) {
-       case PIPE_SHADER_VERTEX:
-               switch (next_shader) {
-               case PIPE_SHADER_GEOMETRY:
-                       key->as_es = 1;
-                       break;
-               case PIPE_SHADER_TESS_CTRL:
-               case PIPE_SHADER_TESS_EVAL:
-                       key->as_ls = 1;
-                       break;
-               default:
-                       /* If POSITION isn't written, it can only be a HW VS
-                        * if streamout is used. If streamout isn't used,
-                        * assume that it's a HW LS. (the next shader is TCS)
-                        * This heuristic is needed for separate shader objects.
-                        */
-                       if (!info->writes_position && !streamout)
-                               key->as_ls = 1;
-               }
-               break;
-
-       case PIPE_SHADER_TESS_EVAL:
-               if (next_shader == PIPE_SHADER_GEOMETRY ||
-                   !info->writes_position)
-                       key->as_es = 1;
-               break;
-       }
+   /* This must be done before the mutex is locked, because async GS
+    * compilation calls this function too, and therefore must enter
+    * the mutex first.
+    *
+    * Only wait if we are in a draw call. Don't wait if we are
+    * in a compiler thread.
+    */
+   if (thread_index < 0)
+      util_queue_fence_wait(&sel->ready);
+
+   simple_mtx_lock(&sel->mutex);
+
+   /* Find the shader variant. */
+   for (iter = sel->first_variant; iter; iter = iter->next_variant) {
+      /* Don't check the "current" shader. We checked it above. */
+      if (current != iter && memcmp(&iter->key, key, sizeof(*key)) == 0) {
+         simple_mtx_unlock(&sel->mutex);
+
+         if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
+            /* If it's an optimized shader and its compilation has
+             * been started but isn't done, use the unoptimized
+             * shader so as not to cause a stall due to compilation.
+             */
+            if (iter->is_optimized) {
+               if (optimized_or_none)
+                  return -1;
+               memset(&key->opt, 0, sizeof(key->opt));
+               goto again;
+            }
+
+            util_queue_fence_wait(&iter->ready);
+         }
+
+         if (iter->compilation_failed) {
+            return -1; /* skip the draw call */
+         }
+
+         state->current = iter;
+         return 0;
+      }
+   }
+
+   /* Build a new shader. */
+   shader = CALLOC_STRUCT(si_shader);
+   if (!shader) {
+      simple_mtx_unlock(&sel->mutex);
+      return -ENOMEM;
+   }
+
+   util_queue_fence_init(&shader->ready);
+
+   shader->selector = sel;
+   shader->key = *key;
+   shader->compiler_ctx_state = *compiler_state;
+
+   /* If this is a merged shader, get the first shader's selector. */
+   if (sscreen->info.chip_class >= GFX9) {
+      if (sel->info.stage == MESA_SHADER_TESS_CTRL)
+         previous_stage_sel = key->part.tcs.ls;
+      else if (sel->info.stage == MESA_SHADER_GEOMETRY)
+         previous_stage_sel = key->part.gs.es;
+
+      /* We need to wait for the previous shader. */
+      if (previous_stage_sel && thread_index < 0)
+         util_queue_fence_wait(&previous_stage_sel->ready);
+   }
+
+   bool is_pure_monolithic =
+      sscreen->use_monolithic_shaders || memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
+
+   /* Compile the main shader part if it doesn't exist. This can happen
+    * if the initial guess was wrong.
+    *
+    * The prim discard CS doesn't need the main shader part.
+    */
+   if (!is_pure_monolithic && !key->opt.vs_as_prim_discard_cs) {
+      bool ok = true;
+
+      /* Make sure the main shader part is present. This is needed
+       * for shaders that can be compiled as VS, LS, or ES, and only
+       * one of them is compiled at creation.
+       *
+       * It is also needed for GS, which can be compiled as non-NGG
+       * and NGG.
+       *
+       * For merged shaders, check that the starting shader's main
+       * part is present.
+       */
+      if (previous_stage_sel) {
+         struct si_shader_key shader1_key = zeroed;
+
+         if (sel->info.stage == MESA_SHADER_TESS_CTRL) {
+            shader1_key.as_ls = 1;
+         } else if (sel->info.stage == MESA_SHADER_GEOMETRY) {
+            shader1_key.as_es = 1;
+            shader1_key.as_ngg = key->as_ngg; /* for Wave32 vs Wave64 */
+         } else {
+            assert(0);
+         }
+
+         simple_mtx_lock(&previous_stage_sel->mutex);
+         ok = si_check_missing_main_part(sscreen, previous_stage_sel, compiler_state, &shader1_key);
+         simple_mtx_unlock(&previous_stage_sel->mutex);
+      }
+
+      if (ok) {
+         ok = si_check_missing_main_part(sscreen, sel, compiler_state, key);
+      }
+
+      if (!ok) {
+         FREE(shader);
+         simple_mtx_unlock(&sel->mutex);
+         return -ENOMEM; /* skip the draw call */
+      }
+   }
+
+   /* Keep the reference to the 1st shader of merged shaders, so that
+    * Gallium can't destroy it before we destroy the 2nd shader.
+    *
+    * Set sctx = NULL, because it's unused if we're not releasing
+    * the shader, and we don't have any sctx here.
+    */
+   si_shader_selector_reference(NULL, &shader->previous_stage_sel, previous_stage_sel);
+
+   /* Monolithic-only shaders don't make a distinction between optimized
+    * and unoptimized. */
+   shader->is_monolithic =
+      is_pure_monolithic || memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+
+   /* The prim discard CS is always optimized. */
+   shader->is_optimized = (!is_pure_monolithic || key->opt.vs_as_prim_discard_cs) &&
+                          memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+
+   /* If it's an optimized shader, compile it asynchronously. */
+   if (shader->is_optimized && thread_index < 0) {
+      /* Compile it asynchronously. */
+      util_queue_add_job(&sscreen->shader_compiler_queue_low_priority, shader, &shader->ready,
+                         si_build_shader_variant_low_priority, NULL, 0);
+
+      /* Add only after the ready fence was reset, to guard against a
+       * race with si_bind_XX_shader. */
+      if (!sel->last_variant) {
+         sel->first_variant = shader;
+         sel->last_variant = shader;
+      } else {
+         sel->last_variant->next_variant = shader;
+         sel->last_variant = shader;
+      }
+
+      /* Use the default (unoptimized) shader for now. */
+      memset(&key->opt, 0, sizeof(key->opt));
+      simple_mtx_unlock(&sel->mutex);
+
+      if (sscreen->options.sync_compile)
+         util_queue_fence_wait(&shader->ready);
+
+      if (optimized_or_none)
+         return -1;
+      goto again;
+   }
+
+   /* Reset the fence before adding to the variant list. */
+   util_queue_fence_reset(&shader->ready);
+
+   if (!sel->last_variant) {
+      sel->first_variant = shader;
+      sel->last_variant = shader;
+   } else {
+      sel->last_variant->next_variant = shader;
+      sel->last_variant = shader;
+   }
+
+   simple_mtx_unlock(&sel->mutex);
+
+   assert(!shader->is_optimized);
+   si_build_shader_variant(shader, thread_index, false);
+
+   util_queue_fence_signal(&shader->ready);
+
+   if (!shader->compilation_failed)
+      state->current = shader;
+
+   return shader->compilation_failed ? -1 : 0;
+}
+
+static int si_shader_select(struct pipe_context *ctx, struct si_shader_ctx_state *state,
+                            union si_vgt_stages_key stages_key,
+                            struct si_compiler_ctx_state *compiler_state)
+{
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_key key;
+
+   si_shader_selector_key(ctx, state->cso, stages_key, &key);
+   return si_shader_select_with_key(sctx->screen, state, compiler_state, &key, -1, false);
+}
+
+static void si_parse_next_shader_property(const struct si_shader_info *info, bool streamout,
+                                          struct si_shader_key *key)
+{
+   gl_shader_stage next_shader = info->base.next_stage;
+
+   switch (info->stage) {
+   case MESA_SHADER_VERTEX:
+      switch (next_shader) {
+      case MESA_SHADER_GEOMETRY:
+         key->as_es = 1;
+         break;
+      case MESA_SHADER_TESS_CTRL:
+      case MESA_SHADER_TESS_EVAL:
+         key->as_ls = 1;
+         break;
+      default:
+         /* If POSITION isn't written, it can only be a HW VS
+          * if streamout is used. If streamout isn't used,
+          * assume that it's a HW LS. (the next shader is TCS)
+          * This heuristic is needed for separate shader objects.
+          */
+         if (!info->writes_position && !streamout)
+            key->as_ls = 1;
+      }
+      break;
+
+   case MESA_SHADER_TESS_EVAL:
+      if (next_shader == MESA_SHADER_GEOMETRY || !info->writes_position)
+         key->as_es = 1;
+      break;
+
+   default:;
+   }
 }
 
 /**
@@ -2560,1141 +2376,1085 @@ static void si_parse_next_shader_property(const struct si_shader_info *info,
  */
 static void si_init_shader_selector_async(void *job, int thread_index)
 {
-       struct si_shader_selector *sel = (struct si_shader_selector *)job;
-       struct si_screen *sscreen = sel->screen;
-       struct ac_llvm_compiler *compiler;
-       struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
-
-       assert(!debug->debug_message || debug->async);
-       assert(thread_index >= 0);
-       assert(thread_index < ARRAY_SIZE(sscreen->compiler));
-       compiler = &sscreen->compiler[thread_index];
-
-       if (!compiler->passes)
-               si_init_compiler(sscreen, compiler);
-
-       /* Serialize NIR to save memory. Monolithic shader variants
-        * have to deserialize NIR before compilation.
-        */
-       if (sel->nir) {
-               struct blob blob;
-                size_t size;
-
-               blob_init(&blob);
-               /* true = remove optional debugging data to increase
-                * the likehood of getting more shader cache hits.
-                * It also drops variable names, so we'll save more memory.
-                */
-               nir_serialize(&blob, sel->nir, true);
-               blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
-               sel->nir_size = size;
-       }
-
-       /* Compile the main shader part for use with a prolog and/or epilog.
-        * If this fails, the driver will try to compile a monolithic shader
-        * on demand.
-        */
-       if (!sscreen->use_monolithic_shaders) {
-               struct si_shader *shader = CALLOC_STRUCT(si_shader);
-               unsigned char ir_sha1_cache_key[20];
-
-               if (!shader) {
-                       fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
-                       return;
-               }
-
-               /* We can leave the fence signaled because use of the default
-                * main part is guarded by the selector's ready fence. */
-               util_queue_fence_init(&shader->ready);
-
-               shader->selector = sel;
-               shader->is_monolithic = false;
-               si_parse_next_shader_property(&sel->info,
-                                             sel->so.num_outputs != 0,
-                                             &shader->key);
-
-               if (sscreen->use_ngg &&
-                   (!sel->so.num_outputs || sscreen->use_ngg_streamout) &&
-                   ((sel->type == PIPE_SHADER_VERTEX && !shader->key.as_ls) ||
-                    sel->type == PIPE_SHADER_TESS_EVAL ||
-                    sel->type == PIPE_SHADER_GEOMETRY))
-                       shader->key.as_ngg = 1;
-
-               if (sel->nir) {
-                       si_get_ir_cache_key(sel, shader->key.as_ngg,
-                                           shader->key.as_es, ir_sha1_cache_key);
-               }
-
-               /* Try to load the shader from the shader cache. */
-               simple_mtx_lock(&sscreen->shader_cache_mutex);
-
-               if (si_shader_cache_load_shader(sscreen, ir_sha1_cache_key, shader)) {
-                       simple_mtx_unlock(&sscreen->shader_cache_mutex);
-                       si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
-               } else {
-                       simple_mtx_unlock(&sscreen->shader_cache_mutex);
-
-                       /* Compile the shader if it hasn't been loaded from the cache. */
-                       if (!si_compile_shader(sscreen, compiler, shader, debug)) {
-                               FREE(shader);
-                               fprintf(stderr, "radeonsi: can't compile a main shader part\n");
-                               return;
-                       }
-
-                       simple_mtx_lock(&sscreen->shader_cache_mutex);
-                       si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key,
-                                                     shader, true);
-                       simple_mtx_unlock(&sscreen->shader_cache_mutex);
-               }
-
-               *si_get_main_shader_part(sel, &shader->key) = shader;
-
-               /* Unset "outputs_written" flags for outputs converted to
-                * DEFAULT_VAL, so that later inter-shader optimizations don't
-                * try to eliminate outputs that don't exist in the final
-                * shader.
-                *
-                * This is only done if non-monolithic shaders are enabled.
-                */
-               if ((sel->type == PIPE_SHADER_VERTEX ||
-                    sel->type == PIPE_SHADER_TESS_EVAL) &&
-                   !shader->key.as_ls &&
-                   !shader->key.as_es) {
-                       unsigned i;
-
-                       for (i = 0; i < sel->info.num_outputs; i++) {
-                               unsigned offset = shader->info.vs_output_param_offset[i];
-
-                               if (offset <= AC_EXP_PARAM_OFFSET_31)
-                                       continue;
-
-                               unsigned name = sel->info.output_semantic_name[i];
-                               unsigned index = sel->info.output_semantic_index[i];
-                               unsigned id;
-
-                               switch (name) {
-                               case TGSI_SEMANTIC_GENERIC:
-                                       /* don't process indices the function can't handle */
-                                       if (index >= SI_MAX_IO_GENERIC)
-                                               break;
-                                       /* fall through */
-                               default:
-                                       id = si_shader_io_get_unique_index(name, index, true);
-                                       sel->outputs_written_before_ps &= ~(1ull << id);
-                                       break;
-                               case TGSI_SEMANTIC_POSITION: /* ignore these */
-                               case TGSI_SEMANTIC_PSIZE:
-                               case TGSI_SEMANTIC_CLIPVERTEX:
-                               case TGSI_SEMANTIC_EDGEFLAG:
-                                       break;
-                               }
-                       }
-               }
-       }
-
-       /* The GS copy shader is always pre-compiled. */
-       if (sel->type == PIPE_SHADER_GEOMETRY &&
-           (!sscreen->use_ngg ||
-            !sscreen->use_ngg_streamout || /* also for PRIMITIVES_GENERATED */
-            sel->tess_turns_off_ngg)) {
-               sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
-               if (!sel->gs_copy_shader) {
-                       fprintf(stderr, "radeonsi: can't create GS copy shader\n");
-                       return;
-               }
-
-               si_shader_vs(sscreen, sel->gs_copy_shader, sel);
-       }
-
-       /* Free NIR. We only keep serialized NIR after this point. */
-       if (sel->nir) {
-               ralloc_free(sel->nir);
-               sel->nir = NULL;
-       }
-}
-
-void si_schedule_initial_compile(struct si_context *sctx, unsigned processor,
-                                struct util_queue_fence *ready_fence,
-                                struct si_compiler_ctx_state *compiler_ctx_state,
-                                void *job, util_queue_execute_func execute)
-{
-       util_queue_fence_init(ready_fence);
-
-       struct util_async_debug_callback async_debug;
-       bool debug =
-               (sctx->debug.debug_message && !sctx->debug.async) ||
-               sctx->is_debug ||
-               si_can_dump_shader(sctx->screen, processor);
-
-       if (debug) {
-               u_async_debug_init(&async_debug);
-               compiler_ctx_state->debug = async_debug.base;
-       }
-
-       util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
-                          ready_fence, execute, NULL, 0);
-
-       if (debug) {
-               util_queue_fence_wait(ready_fence);
-               u_async_debug_drain(&async_debug, &sctx->debug);
-               u_async_debug_cleanup(&async_debug);
-       }
-
-       if (sctx->screen->options.sync_compile)
-               util_queue_fence_wait(ready_fence);
+   struct si_shader_selector *sel = (struct si_shader_selector *)job;
+   struct si_screen *sscreen = sel->screen;
+   struct ac_llvm_compiler *compiler;
+   struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
+
+   assert(!debug->debug_message || debug->async);
+   assert(thread_index >= 0);
+   assert(thread_index < ARRAY_SIZE(sscreen->compiler));
+   compiler = &sscreen->compiler[thread_index];
+
+   if (!compiler->passes)
+      si_init_compiler(sscreen, compiler);
+
+   /* Serialize NIR to save memory. Monolithic shader variants
+    * have to deserialize NIR before compilation.
+    */
+   if (sel->nir) {
+      struct blob blob;
+      size_t size;
+
+      blob_init(&blob);
+      /* true = remove optional debugging data to increase
+       * the likehood of getting more shader cache hits.
+       * It also drops variable names, so we'll save more memory.
+       */
+      nir_serialize(&blob, sel->nir, true);
+      blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
+      sel->nir_size = size;
+   }
+
+   /* Compile the main shader part for use with a prolog and/or epilog.
+    * If this fails, the driver will try to compile a monolithic shader
+    * on demand.
+    */
+   if (!sscreen->use_monolithic_shaders) {
+      struct si_shader *shader = CALLOC_STRUCT(si_shader);
+      unsigned char ir_sha1_cache_key[20];
+
+      if (!shader) {
+         fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
+         return;
+      }
+
+      /* We can leave the fence signaled because use of the default
+       * main part is guarded by the selector's ready fence. */
+      util_queue_fence_init(&shader->ready);
+
+      shader->selector = sel;
+      shader->is_monolithic = false;
+      si_parse_next_shader_property(&sel->info, sel->so.num_outputs != 0, &shader->key);
+
+      if (sscreen->use_ngg && (!sel->so.num_outputs || sscreen->use_ngg_streamout) &&
+          ((sel->info.stage == MESA_SHADER_VERTEX && !shader->key.as_ls) ||
+           sel->info.stage == MESA_SHADER_TESS_EVAL || sel->info.stage == MESA_SHADER_GEOMETRY))
+         shader->key.as_ngg = 1;
+
+      if (sel->nir) {
+         si_get_ir_cache_key(sel, shader->key.as_ngg, shader->key.as_es, ir_sha1_cache_key);
+      }
+
+      /* Try to load the shader from the shader cache. */
+      simple_mtx_lock(&sscreen->shader_cache_mutex);
+
+      if (si_shader_cache_load_shader(sscreen, ir_sha1_cache_key, shader)) {
+         simple_mtx_unlock(&sscreen->shader_cache_mutex);
+         si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
+      } else {
+         simple_mtx_unlock(&sscreen->shader_cache_mutex);
+
+         /* Compile the shader if it hasn't been loaded from the cache. */
+         if (!si_compile_shader(sscreen, compiler, shader, debug)) {
+            FREE(shader);
+            fprintf(stderr, "radeonsi: can't compile a main shader part\n");
+            return;
+         }
+
+         simple_mtx_lock(&sscreen->shader_cache_mutex);
+         si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, true);
+         simple_mtx_unlock(&sscreen->shader_cache_mutex);
+      }
+
+      *si_get_main_shader_part(sel, &shader->key) = shader;
+
+      /* Unset "outputs_written" flags for outputs converted to
+       * DEFAULT_VAL, so that later inter-shader optimizations don't
+       * try to eliminate outputs that don't exist in the final
+       * shader.
+       *
+       * This is only done if non-monolithic shaders are enabled.
+       */
+      if ((sel->info.stage == MESA_SHADER_VERTEX || sel->info.stage == MESA_SHADER_TESS_EVAL) &&
+          !shader->key.as_ls && !shader->key.as_es) {
+         unsigned i;
+
+         for (i = 0; i < sel->info.num_outputs; i++) {
+            unsigned offset = shader->info.vs_output_param_offset[i];
+
+            if (offset <= AC_EXP_PARAM_OFFSET_31)
+               continue;
+
+            unsigned semantic = sel->info.output_semantic[i];
+            unsigned id;
+
+            if (semantic < VARYING_SLOT_MAX &&
+                semantic != VARYING_SLOT_POS &&
+                semantic != VARYING_SLOT_PSIZ &&
+                semantic != VARYING_SLOT_CLIP_VERTEX &&
+                semantic != VARYING_SLOT_EDGE) {
+               id = si_shader_io_get_unique_index(semantic, true);
+               sel->outputs_written_before_ps &= ~(1ull << id);
+            }
+         }
+      }
+   }
+
+   /* The GS copy shader is always pre-compiled. */
+   if (sel->info.stage == MESA_SHADER_GEOMETRY &&
+       (!sscreen->use_ngg || !sscreen->use_ngg_streamout || /* also for PRIMITIVES_GENERATED */
+        sel->tess_turns_off_ngg)) {
+      sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
+      if (!sel->gs_copy_shader) {
+         fprintf(stderr, "radeonsi: can't create GS copy shader\n");
+         return;
+      }
+
+      si_shader_vs(sscreen, sel->gs_copy_shader, sel);
+   }
+
+   /* Free NIR. We only keep serialized NIR after this point. */
+   if (sel->nir) {
+      ralloc_free(sel->nir);
+      sel->nir = NULL;
+   }
+}
+
+void si_schedule_initial_compile(struct si_context *sctx, gl_shader_stage stage,
+                                 struct util_queue_fence *ready_fence,
+                                 struct si_compiler_ctx_state *compiler_ctx_state, void *job,
+                                 util_queue_execute_func execute)
+{
+   util_queue_fence_init(ready_fence);
+
+   struct util_async_debug_callback async_debug;
+   bool debug = (sctx->debug.debug_message && !sctx->debug.async) || sctx->is_debug ||
+                si_can_dump_shader(sctx->screen, stage);
+
+   if (debug) {
+      u_async_debug_init(&async_debug);
+      compiler_ctx_state->debug = async_debug.base;
+   }
+
+   util_queue_add_job(&sctx->screen->shader_compiler_queue, job, ready_fence, execute, NULL, 0);
+
+   if (debug) {
+      util_queue_fence_wait(ready_fence);
+      u_async_debug_drain(&async_debug, &sctx->debug);
+      u_async_debug_cleanup(&async_debug);
+   }
+
+   if (sctx->screen->options.sync_compile)
+      util_queue_fence_wait(ready_fence);
 }
 
 /* Return descriptor slot usage masks from the given shader info. */
-void si_get_active_slot_masks(const struct si_shader_info *info,
-                             uint32_t *const_and_shader_buffers,
-                             uint64_t *samplers_and_images)
-{
-       unsigned start, num_shaderbufs, num_constbufs, num_images, num_msaa_images, num_samplers;
-
-       num_shaderbufs = util_last_bit(info->shader_buffers_declared);
-       num_constbufs = util_last_bit(info->const_buffers_declared);
-       /* two 8-byte images share one 16-byte slot */
-       num_images = align(util_last_bit(info->images_declared), 2);
-       num_msaa_images = align(util_last_bit(info->msaa_images_declared), 2);
-       num_samplers = util_last_bit(info->samplers_declared);
-
-       /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
-       start = si_get_shaderbuf_slot(num_shaderbufs - 1);
-       *const_and_shader_buffers =
-               u_bit_consecutive(start, num_shaderbufs + num_constbufs);
-
-       /* The layout is:
-        *   - fmask[last] ... fmask[0]     go to [15-last .. 15]
-        *   - image[last] ... image[0]     go to [31-last .. 31]
-        *   - sampler[0] ... sampler[last] go to [32 .. 32+last*2]
-        *
-        * FMASKs for images are placed separately, because MSAA images are rare,
-        * and so we can benefit from a better cache hit rate if we keep image
-        * descriptors together.
-        */
-       if (num_msaa_images)
-               num_images = SI_NUM_IMAGES + num_msaa_images; /* add FMASK descriptors */
-
-       start = si_get_image_slot(num_images - 1) / 2;
-       *samplers_and_images =
-               u_bit_consecutive64(start, num_images / 2 + num_samplers);
+void si_get_active_slot_masks(const struct si_shader_info *info, uint64_t *const_and_shader_buffers,
+                              uint64_t *samplers_and_images)
+{
+   unsigned start, num_shaderbufs, num_constbufs, num_images, num_msaa_images, num_samplers;
+
+   num_shaderbufs = info->base.num_ssbos;
+   num_constbufs = info->base.num_ubos;
+   /* two 8-byte images share one 16-byte slot */
+   num_images = align(info->base.num_images, 2);
+   num_msaa_images = align(util_last_bit(info->base.msaa_images), 2);
+   num_samplers = util_last_bit(info->base.textures_used);
+
+   /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
+   start = si_get_shaderbuf_slot(num_shaderbufs - 1);
+   *const_and_shader_buffers = u_bit_consecutive64(start, num_shaderbufs + num_constbufs);
+
+   /* The layout is:
+    *   - fmask[last] ... fmask[0]     go to [15-last .. 15]
+    *   - image[last] ... image[0]     go to [31-last .. 31]
+    *   - sampler[0] ... sampler[last] go to [32 .. 32+last*2]
+    *
+    * FMASKs for images are placed separately, because MSAA images are rare,
+    * and so we can benefit from a better cache hit rate if we keep image
+    * descriptors together.
+    */
+   if (num_msaa_images)
+      num_images = SI_NUM_IMAGES + num_msaa_images; /* add FMASK descriptors */
+
+   start = si_get_image_slot(num_images - 1) / 2;
+   *samplers_and_images = u_bit_consecutive64(start, num_images / 2 + num_samplers);
 }
 
 static void *si_create_shader_selector(struct pipe_context *ctx,
-                                      const struct pipe_shader_state *state)
-{
-       struct si_screen *sscreen = (struct si_screen *)ctx->screen;
-       struct si_context *sctx = (struct si_context*)ctx;
-       struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
-       int i;
-
-       if (!sel)
-               return NULL;
-
-       sel->screen = sscreen;
-       sel->compiler_ctx_state.debug = sctx->debug;
-       sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
-
-       sel->so = state->stream_output;
-
-       if (state->type == PIPE_SHADER_IR_TGSI) {
-               sel->nir = tgsi_to_nir(state->tokens, ctx->screen);
-       } else {
-               assert(state->type == PIPE_SHADER_IR_NIR);
-               sel->nir = state->ir.nir;
-       }
-
-       si_nir_scan_shader(sel->nir, &sel->info);
-       si_nir_adjust_driver_locations(sel->nir);
-
-       sel->type = sel->info.processor;
-       p_atomic_inc(&sscreen->num_shaders_created);
-       si_get_active_slot_masks(&sel->info,
-                                &sel->active_const_and_shader_buffers,
-                                &sel->active_samplers_and_images);
-
-       /* Record which streamout buffers are enabled. */
-       for (i = 0; i < sel->so.num_outputs; i++) {
-               sel->enabled_streamout_buffer_mask |=
-                       (1 << sel->so.output[i].output_buffer) <<
-                       (sel->so.output[i].stream * 4);
-       }
-
-       sel->num_vs_inputs = sel->type == PIPE_SHADER_VERTEX &&
-                            !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] ?
-                                    sel->info.num_inputs : 0;
-       sel->num_vbos_in_user_sgprs =
-               MIN2(sel->num_vs_inputs, sscreen->num_vbos_in_user_sgprs);
-
-       /* The prolog is a no-op if there are no inputs. */
-       sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
-                              sel->info.num_inputs &&
-                              !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
-
-       sel->prim_discard_cs_allowed =
-               sel->type == PIPE_SHADER_VERTEX &&
-               !sel->info.uses_bindless_images &&
-               !sel->info.uses_bindless_samplers &&
-               !sel->info.writes_memory &&
-               !sel->info.writes_viewport_index &&
-               !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] &&
-               !sel->so.num_outputs;
-
-       switch (sel->type) {
-       case PIPE_SHADER_GEOMETRY:
-               sel->gs_output_prim =
-                       sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
-
-               /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
-               sel->rast_prim = sel->gs_output_prim;
-               if (util_rast_prim_is_triangles(sel->rast_prim))
-                       sel->rast_prim = PIPE_PRIM_TRIANGLES;
-
-               sel->gs_max_out_vertices =
-                       sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
-               sel->gs_num_invocations =
-                       sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
-               sel->gsvs_vertex_size = sel->info.num_outputs * 16;
-               sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
-                                         sel->gs_max_out_vertices;
-
-               sel->max_gs_stream = 0;
-               for (i = 0; i < sel->so.num_outputs; i++)
-                       sel->max_gs_stream = MAX2(sel->max_gs_stream,
-                                                 sel->so.output[i].stream);
-
-               sel->gs_input_verts_per_prim =
-                       u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
-
-               /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation. */
-               sel->tess_turns_off_ngg =
-                       sscreen->info.chip_class == GFX10 &&
-                       sel->gs_num_invocations * sel->gs_max_out_vertices > 256;
-               break;
-
-       case PIPE_SHADER_TESS_CTRL:
-               /* Always reserve space for these. */
-               sel->patch_outputs_written |=
-                       (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
-                       (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
-               /* fall through */
-       case PIPE_SHADER_VERTEX:
-       case PIPE_SHADER_TESS_EVAL:
-               for (i = 0; i < sel->info.num_outputs; i++) {
-                       unsigned name = sel->info.output_semantic_name[i];
-                       unsigned index = sel->info.output_semantic_index[i];
-
-                       switch (name) {
-                       case TGSI_SEMANTIC_TESSINNER:
-                       case TGSI_SEMANTIC_TESSOUTER:
-                       case TGSI_SEMANTIC_PATCH:
-                               sel->patch_outputs_written |=
-                                       1ull << si_shader_io_get_unique_index_patch(name, index);
-                               break;
-
-                       case TGSI_SEMANTIC_GENERIC:
-                               /* don't process indices the function can't handle */
-                               if (index >= SI_MAX_IO_GENERIC)
-                                       break;
-                               /* fall through */
-                       default:
-                               sel->outputs_written |=
-                                       1ull << si_shader_io_get_unique_index(name, index, false);
-                               sel->outputs_written_before_ps |=
-                                       1ull << si_shader_io_get_unique_index(name, index, true);
-                               break;
-                       case TGSI_SEMANTIC_EDGEFLAG:
-                               break;
-                       }
-               }
-               sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
-               sel->lshs_vertex_stride = sel->esgs_itemsize;
-
-               /* Add 1 dword to reduce LDS bank conflicts, so that each vertex
-                * will start on a different bank. (except for the maximum 32*16).
-                */
-               if (sel->lshs_vertex_stride < 32*16)
-                       sel->lshs_vertex_stride += 4;
-
-               /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
-                * conflicts, i.e. each vertex will start at a different bank.
-                */
-               if (sctx->chip_class >= GFX9)
-                       sel->esgs_itemsize += 4;
-
-               assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
-
-               /* Only for TES: */
-               if (sel->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
-                       sel->rast_prim = PIPE_PRIM_POINTS;
-               else if (sel->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
-                       sel->rast_prim = PIPE_PRIM_LINE_STRIP;
-               else
-                       sel->rast_prim = PIPE_PRIM_TRIANGLES;
-               break;
-
-       case PIPE_SHADER_FRAGMENT:
-               for (i = 0; i < sel->info.num_inputs; i++) {
-                       unsigned name = sel->info.input_semantic_name[i];
-                       unsigned index = sel->info.input_semantic_index[i];
-
-                       switch (name) {
-                       case TGSI_SEMANTIC_GENERIC:
-                               /* don't process indices the function can't handle */
-                               if (index >= SI_MAX_IO_GENERIC)
-                                       break;
-                               /* fall through */
-                       default:
-                               sel->inputs_read |=
-                                       1ull << si_shader_io_get_unique_index(name, index, true);
-                               break;
-                       case TGSI_SEMANTIC_PCOORD: /* ignore this */
-                               break;
-                       }
-               }
-
-               for (i = 0; i < 8; i++)
-                       if (sel->info.colors_written & (1 << i))
-                               sel->colors_written_4bit |= 0xf << (4 * i);
-
-               for (i = 0; i < sel->info.num_inputs; i++) {
-                       if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
-                               int index = sel->info.input_semantic_index[i];
-                               sel->color_attr_index[index] = i;
-                       }
-               }
-               break;
-       default:;
-       }
-
-       sel->ngg_culling_allowed =
-               sscreen->info.chip_class == GFX10 &&
-               sscreen->info.has_dedicated_vram &&
-               sscreen->use_ngg_culling &&
-               /* Disallow TES by default, because TessMark results are mixed. */
-               (sel->type == PIPE_SHADER_VERTEX ||
-                (sscreen->always_use_ngg_culling && sel->type == PIPE_SHADER_TESS_EVAL)) &&
-               sel->info.writes_position &&
-               !sel->info.writes_viewport_index && /* cull only against viewport 0 */
-               !sel->info.writes_memory &&
-               !sel->so.num_outputs &&
-               !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] &&
-               !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
-
-       /* PA_CL_VS_OUT_CNTL */
-       if (sctx->chip_class <= GFX9)
-               sel->pa_cl_vs_out_cntl = si_get_vs_out_cntl(sel, false);
-
-       sel->clipdist_mask = sel->info.writes_clipvertex ?
-                                    SIX_BITS : sel->info.clipdist_writemask;
-       sel->culldist_mask = sel->info.culldist_writemask <<
-                            sel->info.num_written_clipdistance;
-
-       /* DB_SHADER_CONTROL */
-       sel->db_shader_control =
-               S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
-               S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
-               S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
-               S_02880C_KILL_ENABLE(sel->info.uses_kill);
-
-       switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
-       case TGSI_FS_DEPTH_LAYOUT_GREATER:
-               sel->db_shader_control |=
-                       S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
-               break;
-       case TGSI_FS_DEPTH_LAYOUT_LESS:
-               sel->db_shader_control |=
-                       S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
-               break;
-       }
-
-       /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
-        *
-        *   | early Z/S | writes_mem | allow_ReZ? |      Z_ORDER       | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
-        * --|-----------|------------|------------|--------------------|-------------------|-------------
-        * 1a|   false   |   false    |   true     | EarlyZ_Then_ReZ    |         0         |     0
-        * 1b|   false   |   false    |   false    | EarlyZ_Then_LateZ  |         0         |     0
-        * 2 |   false   |   true     |   n/a      |       LateZ        |         1         |     0
-        * 3 |   true    |   false    |   n/a      | EarlyZ_Then_LateZ  |         0         |     0
-        * 4 |   true    |   true     |   n/a      | EarlyZ_Then_LateZ  |         0         |     1
-        *
-        * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
-        * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
-        *
-        * Don't use ReZ without profiling !!!
-        *
-        * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
-        * shaders.
-        */
-       if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
-               /* Cases 3, 4. */
-               sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
-                                         S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
-                                         S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
-       } else if (sel->info.writes_memory) {
-               /* Case 2. */
-               sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
-                                         S_02880C_EXEC_ON_HIER_FAIL(1);
-       } else {
-               /* Case 1. */
-               sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
-       }
-
-       if (sel->info.properties[TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE])
-               sel->db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
-
-       (void) simple_mtx_init(&sel->mutex, mtx_plain);
-
-       si_schedule_initial_compile(sctx, sel->info.processor, &sel->ready,
-                                   &sel->compiler_ctx_state, sel,
-                                   si_init_shader_selector_async);
-       return sel;
-}
-
-static void *si_create_shader(struct pipe_context *ctx,
-                             const struct pipe_shader_state *state)
-{
-       struct si_screen *sscreen = (struct si_screen *)ctx->screen;
-
-       return util_live_shader_cache_get(ctx, &sscreen->live_shader_cache, state);
+                                       const struct pipe_shader_state *state)
+{
+   struct si_screen *sscreen = (struct si_screen *)ctx->screen;
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
+   int i;
+
+   if (!sel)
+      return NULL;
+
+   sel->screen = sscreen;
+   sel->compiler_ctx_state.debug = sctx->debug;
+   sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
+
+   sel->so = state->stream_output;
+
+   if (state->type == PIPE_SHADER_IR_TGSI) {
+      sel->nir = tgsi_to_nir(state->tokens, ctx->screen, true);
+   } else {
+      assert(state->type == PIPE_SHADER_IR_NIR);
+      sel->nir = state->ir.nir;
+   }
+
+   si_nir_scan_shader(sel->nir, &sel->info);
+
+   const enum pipe_shader_type type = pipe_shader_type_from_mesa(sel->info.stage);
+   sel->const_and_shader_buf_descriptors_index =
+      si_const_and_shader_buffer_descriptors_idx(type);
+   sel->sampler_and_images_descriptors_index =
+      si_sampler_and_image_descriptors_idx(type);
+
+   p_atomic_inc(&sscreen->num_shaders_created);
+   si_get_active_slot_masks(&sel->info, &sel->active_const_and_shader_buffers,
+                            &sel->active_samplers_and_images);
+
+   /* Record which streamout buffers are enabled. */
+   for (i = 0; i < sel->so.num_outputs; i++) {
+      sel->enabled_streamout_buffer_mask |= (1 << sel->so.output[i].output_buffer)
+                                            << (sel->so.output[i].stream * 4);
+   }
+
+   sel->num_vs_inputs =
+      sel->info.stage == MESA_SHADER_VERTEX && !sel->info.base.vs.blit_sgprs_amd
+         ? sel->info.num_inputs
+         : 0;
+   sel->num_vbos_in_user_sgprs = MIN2(sel->num_vs_inputs, sscreen->num_vbos_in_user_sgprs);
+
+   /* The prolog is a no-op if there are no inputs. */
+   sel->vs_needs_prolog = sel->info.stage == MESA_SHADER_VERTEX && sel->info.num_inputs &&
+                          !sel->info.base.vs.blit_sgprs_amd;
+
+   sel->prim_discard_cs_allowed =
+      sel->info.stage == MESA_SHADER_VERTEX && !sel->info.uses_bindless_images &&
+      !sel->info.uses_bindless_samplers && !sel->info.base.writes_memory &&
+      !sel->info.writes_viewport_index &&
+      !sel->info.base.vs.window_space_position && !sel->so.num_outputs;
+
+   switch (sel->info.stage) {
+   case MESA_SHADER_GEOMETRY:
+      /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
+      sel->rast_prim = sel->info.base.gs.output_primitive;
+      if (util_rast_prim_is_triangles(sel->rast_prim))
+         sel->rast_prim = PIPE_PRIM_TRIANGLES;
+
+      sel->gsvs_vertex_size = sel->info.num_outputs * 16;
+      sel->max_gsvs_emit_size = sel->gsvs_vertex_size * sel->info.base.gs.vertices_out;
+      sel->gs_input_verts_per_prim =
+         u_vertices_per_prim(sel->info.base.gs.input_primitive);
+
+      /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation so
+       * we can't split workgroups. Disable ngg if any of the following conditions is true:
+       * - num_invocations * gs.vertices_out > 256
+       * - LDS usage is too high
+       */
+      sel->tess_turns_off_ngg = sscreen->info.chip_class >= GFX10 &&
+                                (sel->info.base.gs.invocations * sel->info.base.gs.vertices_out > 256 ||
+                                 sel->info.base.gs.invocations * sel->info.base.gs.vertices_out *
+                                 (sel->info.num_outputs * 4 + 1) > 6500 /* max dw per GS primitive */);
+      break;
+
+   case MESA_SHADER_TESS_CTRL:
+      /* Always reserve space for these. */
+      sel->patch_outputs_written |=
+         (1ull << si_shader_io_get_unique_index_patch(VARYING_SLOT_TESS_LEVEL_INNER)) |
+         (1ull << si_shader_io_get_unique_index_patch(VARYING_SLOT_TESS_LEVEL_OUTER));
+      /* fall through */
+   case MESA_SHADER_VERTEX:
+   case MESA_SHADER_TESS_EVAL:
+      for (i = 0; i < sel->info.num_outputs; i++) {
+         unsigned semantic = sel->info.output_semantic[i];
+
+         if (semantic == VARYING_SLOT_TESS_LEVEL_INNER ||
+             semantic == VARYING_SLOT_TESS_LEVEL_OUTER ||
+             (semantic >= VARYING_SLOT_PATCH0 && semantic < VARYING_SLOT_TESS_MAX)) {
+            sel->patch_outputs_written |= 1ull << si_shader_io_get_unique_index_patch(semantic);
+         } else if (semantic < VARYING_SLOT_MAX &&
+                    semantic != VARYING_SLOT_EDGE) {
+            sel->outputs_written |= 1ull << si_shader_io_get_unique_index(semantic, false);
+            sel->outputs_written_before_ps |= 1ull
+                                              << si_shader_io_get_unique_index(semantic, true);
+         }
+      }
+      sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
+      sel->lshs_vertex_stride = sel->esgs_itemsize;
+
+      /* Add 1 dword to reduce LDS bank conflicts, so that each vertex
+       * will start on a different bank. (except for the maximum 32*16).
+       */
+      if (sel->lshs_vertex_stride < 32 * 16)
+         sel->lshs_vertex_stride += 4;
+
+      /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
+       * conflicts, i.e. each vertex will start at a different bank.
+       */
+      if (sctx->chip_class >= GFX9)
+         sel->esgs_itemsize += 4;
+
+      assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
+
+      /* Only for TES: */
+      if (sel->info.stage == MESA_SHADER_TESS_EVAL) {
+         if (sel->info.base.tess.point_mode)
+            sel->rast_prim = PIPE_PRIM_POINTS;
+         else if (sel->info.base.tess.primitive_mode == GL_LINES)
+            sel->rast_prim = PIPE_PRIM_LINE_STRIP;
+         else
+            sel->rast_prim = PIPE_PRIM_TRIANGLES;
+      } else {
+         sel->rast_prim = PIPE_PRIM_TRIANGLES;
+      }
+      break;
+
+   case MESA_SHADER_FRAGMENT:
+      for (i = 0; i < sel->info.num_inputs; i++) {
+         unsigned semantic = sel->info.input_semantic[i];
+
+         if (semantic < VARYING_SLOT_MAX &&
+             semantic != VARYING_SLOT_PNTC) {
+            sel->inputs_read |= 1ull << si_shader_io_get_unique_index(semantic, true);
+         }
+      }
+
+      for (i = 0; i < 8; i++)
+         if (sel->info.colors_written & (1 << i))
+            sel->colors_written_4bit |= 0xf << (4 * i);
+
+      for (i = 0; i < sel->info.num_inputs; i++) {
+         if (sel->info.input_semantic[i] == VARYING_SLOT_COL0)
+            sel->color_attr_index[0] = i;
+         else if (sel->info.input_semantic[i] == VARYING_SLOT_COL1)
+            sel->color_attr_index[1] = i;
+      }
+      break;
+   default:;
+   }
+
+   sel->ngg_culling_allowed =
+      sscreen->info.chip_class >= GFX10 &&
+      sscreen->info.has_dedicated_vram &&
+      sscreen->use_ngg_culling &&
+      (sel->info.stage == MESA_SHADER_VERTEX ||
+       (sel->info.stage == MESA_SHADER_TESS_EVAL &&
+        (sscreen->always_use_ngg_culling_all ||
+         sscreen->always_use_ngg_culling_tess))) &&
+      sel->info.writes_position &&
+      !sel->info.writes_viewport_index && /* cull only against viewport 0 */
+      !sel->info.base.writes_memory && !sel->so.num_outputs &&
+      (sel->info.stage != MESA_SHADER_VERTEX ||
+       (!sel->info.base.vs.blit_sgprs_amd &&
+        !sel->info.base.vs.window_space_position));
+
+   /* PA_CL_VS_OUT_CNTL */
+   if (sctx->chip_class <= GFX9)
+      sel->pa_cl_vs_out_cntl = si_get_vs_out_cntl(sel, false);
+
+   sel->clipdist_mask = sel->info.writes_clipvertex ? SIX_BITS :
+                           u_bit_consecutive(0, sel->info.base.clip_distance_array_size);
+   sel->culldist_mask = u_bit_consecutive(0, sel->info.base.cull_distance_array_size) <<
+                        sel->info.base.clip_distance_array_size;
+
+   /* DB_SHADER_CONTROL */
+   sel->db_shader_control = S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
+                            S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
+                            S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
+                            S_02880C_KILL_ENABLE(sel->info.base.fs.uses_discard);
+
+   if (sel->info.stage == MESA_SHADER_FRAGMENT) {
+      switch (sel->info.base.fs.depth_layout) {
+      case FRAG_DEPTH_LAYOUT_GREATER:
+         sel->db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
+         break;
+      case FRAG_DEPTH_LAYOUT_LESS:
+         sel->db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
+         break;
+      default:;
+      }
+
+      /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
+       *
+       *   | early Z/S | writes_mem | allow_ReZ? |      Z_ORDER       | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
+       * --|-----------|------------|------------|--------------------|-------------------|-------------
+       * 1a|   false   |   false    |   true     | EarlyZ_Then_ReZ    |         0         |     0
+       * 1b|   false   |   false    |   false    | EarlyZ_Then_LateZ  |         0         |     0
+       * 2 |   false   |   true     |   n/a      |       LateZ        |         1         |     0
+       * 3 |   true    |   false    |   n/a      | EarlyZ_Then_LateZ  |         0         |     0
+       * 4 |   true    |   true     |   n/a      | EarlyZ_Then_LateZ  |         0         |     1
+       *
+       * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
+       * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
+       *
+       * Don't use ReZ without profiling !!!
+       *
+       * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
+       * shaders.
+       */
+      if (sel->info.base.fs.early_fragment_tests) {
+         /* Cases 3, 4. */
+         sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
+                                   S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
+                                   S_02880C_EXEC_ON_NOOP(sel->info.base.writes_memory);
+      } else if (sel->info.base.writes_memory) {
+         /* Case 2. */
+         sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) | S_02880C_EXEC_ON_HIER_FAIL(1);
+      } else {
+         /* Case 1. */
+         sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
+      }
+
+      if (sel->info.base.fs.post_depth_coverage)
+         sel->db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
+   }
+
+   (void)simple_mtx_init(&sel->mutex, mtx_plain);
+
+   si_schedule_initial_compile(sctx, sel->info.stage, &sel->ready, &sel->compiler_ctx_state,
+                               sel, si_init_shader_selector_async);
+   return sel;
+}
+
+static void *si_create_shader(struct pipe_context *ctx, const struct pipe_shader_state *state)
+{
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_screen *sscreen = (struct si_screen *)ctx->screen;
+   bool cache_hit;
+   struct si_shader_selector *sel = (struct si_shader_selector *)util_live_shader_cache_get(
+      ctx, &sscreen->live_shader_cache, state, &cache_hit);
+
+   if (sel && cache_hit && sctx->debug.debug_message) {
+      if (sel->main_shader_part)
+         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part, &sctx->debug);
+      if (sel->main_shader_part_ls)
+         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ls, &sctx->debug);
+      if (sel->main_shader_part_es)
+         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_es, &sctx->debug);
+      if (sel->main_shader_part_ngg)
+         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg, &sctx->debug);
+      if (sel->main_shader_part_ngg_es)
+         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg_es, &sctx->debug);
+   }
+   return sel;
 }
 
 static void si_update_streamout_state(struct si_context *sctx)
 {
-       struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
+   struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
 
-       if (!shader_with_so)
-               return;
+   if (!shader_with_so)
+      return;
 
-       sctx->streamout.enabled_stream_buffers_mask =
-               shader_with_so->enabled_streamout_buffer_mask;
-       sctx->streamout.stride_in_dw = shader_with_so->so.stride;
+   sctx->streamout.enabled_stream_buffers_mask = shader_with_so->enabled_streamout_buffer_mask;
+   sctx->streamout.stride_in_dw = shader_with_so->so.stride;
 }
 
-static void si_update_clip_regs(struct si_context *sctx,
-                               struct si_shader_selector *old_hw_vs,
-                               struct si_shader *old_hw_vs_variant,
-                               struct si_shader_selector *next_hw_vs,
-                               struct si_shader *next_hw_vs_variant)
+static void si_update_clip_regs(struct si_context *sctx, struct si_shader_selector *old_hw_vs,
+                                struct si_shader *old_hw_vs_variant,
+                                struct si_shader_selector *next_hw_vs,
+                                struct si_shader *next_hw_vs_variant)
 {
-       if (next_hw_vs &&
-           (!old_hw_vs ||
-            old_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] !=
-            next_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] ||
-            old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
-            old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
-            old_hw_vs->culldist_mask != next_hw_vs->culldist_mask ||
-            !old_hw_vs_variant ||
-            !next_hw_vs_variant ||
-            old_hw_vs_variant->key.opt.clip_disable !=
-            next_hw_vs_variant->key.opt.clip_disable))
-               si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
+   if (next_hw_vs &&
+       (!old_hw_vs ||
+        (old_hw_vs->info.stage == MESA_SHADER_VERTEX && old_hw_vs->info.base.vs.window_space_position) !=
+        (next_hw_vs->info.stage == MESA_SHADER_VERTEX && next_hw_vs->info.base.vs.window_space_position) ||
+        old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
+        old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
+        old_hw_vs->culldist_mask != next_hw_vs->culldist_mask || !old_hw_vs_variant ||
+        !next_hw_vs_variant ||
+        old_hw_vs_variant->key.opt.clip_disable != next_hw_vs_variant->key.opt.clip_disable))
+      si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
 }
 
 static void si_update_common_shader_state(struct si_context *sctx)
 {
-       sctx->uses_bindless_samplers =
-               si_shader_uses_bindless_samplers(sctx->vs_shader.cso)  ||
-               si_shader_uses_bindless_samplers(sctx->gs_shader.cso)  ||
-               si_shader_uses_bindless_samplers(sctx->ps_shader.cso)  ||
-               si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
-               si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
-       sctx->uses_bindless_images =
-               si_shader_uses_bindless_images(sctx->vs_shader.cso)  ||
-               si_shader_uses_bindless_images(sctx->gs_shader.cso)  ||
-               si_shader_uses_bindless_images(sctx->ps_shader.cso)  ||
-               si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
-               si_shader_uses_bindless_images(sctx->tes_shader.cso);
-       sctx->do_update_shaders = true;
+   sctx->uses_bindless_samplers = si_shader_uses_bindless_samplers(sctx->vs_shader.cso) ||
+                                  si_shader_uses_bindless_samplers(sctx->gs_shader.cso) ||
+                                  si_shader_uses_bindless_samplers(sctx->ps_shader.cso) ||
+                                  si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
+                                  si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
+   sctx->uses_bindless_images = si_shader_uses_bindless_images(sctx->vs_shader.cso) ||
+                                si_shader_uses_bindless_images(sctx->gs_shader.cso) ||
+                                si_shader_uses_bindless_images(sctx->ps_shader.cso) ||
+                                si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
+                                si_shader_uses_bindless_images(sctx->tes_shader.cso);
+   sctx->do_update_shaders = true;
 }
 
 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
-       struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
-       struct si_shader_selector *sel = state;
-
-       if (sctx->vs_shader.cso == sel)
-               return;
-
-       sctx->vs_shader.cso = sel;
-       sctx->vs_shader.current = sel ? sel->first_variant : NULL;
-       sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] : 0;
-
-       if (si_update_ngg(sctx))
-               si_shader_change_notify(sctx);
-
-       si_update_common_shader_state(sctx);
-       si_update_vs_viewport_state(sctx);
-       si_set_active_descriptors_for_shader(sctx, sel);
-       si_update_streamout_state(sctx);
-       si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
-                           si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+   struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+   struct si_shader_selector *sel = state;
+
+   if (sctx->vs_shader.cso == sel)
+      return;
+
+   sctx->vs_shader.cso = sel;
+   sctx->vs_shader.current = sel ? sel->first_variant : NULL;
+   sctx->num_vs_blit_sgprs = sel ? sel->info.base.vs.blit_sgprs_amd : 0;
+
+   if (si_update_ngg(sctx))
+      si_shader_change_notify(sctx);
+
+   si_update_common_shader_state(sctx);
+   si_update_vs_viewport_state(sctx);
+   si_set_active_descriptors_for_shader(sctx, sel);
+   si_update_streamout_state(sctx);
+   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+                       si_get_vs_state(sctx));
 }
 
 static void si_update_tess_uses_prim_id(struct si_context *sctx)
 {
-       sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
-               (sctx->tes_shader.cso &&
-                sctx->tes_shader.cso->info.uses_primid) ||
-               (sctx->tcs_shader.cso &&
-                sctx->tcs_shader.cso->info.uses_primid) ||
-               (sctx->gs_shader.cso &&
-                sctx->gs_shader.cso->info.uses_primid) ||
-               (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
-                sctx->ps_shader.cso->info.uses_primid);
+   sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
+      (sctx->tes_shader.cso && sctx->tes_shader.cso->info.uses_primid) ||
+      (sctx->tcs_shader.cso && sctx->tcs_shader.cso->info.uses_primid) ||
+      (sctx->gs_shader.cso && sctx->gs_shader.cso->info.uses_primid) ||
+      (sctx->ps_shader.cso && !sctx->gs_shader.cso && sctx->ps_shader.cso->info.uses_primid);
 }
 
 bool si_update_ngg(struct si_context *sctx)
 {
-       if (!sctx->screen->use_ngg) {
-               assert(!sctx->ngg);
-               return false;
-       }
-
-       bool new_ngg = true;
-
-       if (sctx->gs_shader.cso && sctx->tes_shader.cso &&
-           sctx->gs_shader.cso->tess_turns_off_ngg) {
-               new_ngg = false;
-       } else if (!sctx->screen->use_ngg_streamout) {
-               struct si_shader_selector *last = si_get_vs(sctx)->cso;
-
-               if ((last && last->so.num_outputs) ||
-                   sctx->streamout.prims_gen_query_enabled)
-                       new_ngg = false;
-       }
-
-       if (new_ngg != sctx->ngg) {
-               /* Transitioning from NGG to legacy GS requires VGT_FLUSH on Navi10-14.
-                * VGT_FLUSH is also emitted at the beginning of IBs when legacy GS ring
-                * pointers are set.
-                */
-               if ((sctx->family == CHIP_NAVI10 ||
-                    sctx->family == CHIP_NAVI12 ||
-                    sctx->family == CHIP_NAVI14) &&
-                   !new_ngg)
-                       sctx->flags |= SI_CONTEXT_VGT_FLUSH;
-
-               sctx->ngg = new_ngg;
-               sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
-               return true;
-       }
-       return false;
+   if (!sctx->screen->use_ngg) {
+      assert(!sctx->ngg);
+      return false;
+   }
+
+   bool new_ngg = true;
+
+   if (sctx->gs_shader.cso && sctx->tes_shader.cso && sctx->gs_shader.cso->tess_turns_off_ngg) {
+      new_ngg = false;
+   } else if (!sctx->screen->use_ngg_streamout) {
+      struct si_shader_selector *last = si_get_vs(sctx)->cso;
+
+      if ((last && last->so.num_outputs) || sctx->streamout.prims_gen_query_enabled)
+         new_ngg = false;
+   }
+
+   if (new_ngg != sctx->ngg) {
+      /* Transitioning from NGG to legacy GS requires VGT_FLUSH on Navi10-14.
+       * VGT_FLUSH is also emitted at the beginning of IBs when legacy GS ring
+       * pointers are set.
+       */
+      if (sctx->chip_class == GFX10 && !new_ngg)
+         sctx->flags |= SI_CONTEXT_VGT_FLUSH;
+
+      sctx->ngg = new_ngg;
+      sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+      return true;
+   }
+   return false;
 }
 
 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
-       struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
-       struct si_shader_selector *sel = state;
-       bool enable_changed = !!sctx->gs_shader.cso != !!sel;
-       bool ngg_changed;
-
-       if (sctx->gs_shader.cso == sel)
-               return;
-
-       sctx->gs_shader.cso = sel;
-       sctx->gs_shader.current = sel ? sel->first_variant : NULL;
-       sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
-
-       si_update_common_shader_state(sctx);
-       sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
-
-       ngg_changed = si_update_ngg(sctx);
-       if (ngg_changed || enable_changed)
-               si_shader_change_notify(sctx);
-       if (enable_changed) {
-               if (sctx->ia_multi_vgt_param_key.u.uses_tess)
-                       si_update_tess_uses_prim_id(sctx);
-       }
-       si_update_vs_viewport_state(sctx);
-       si_set_active_descriptors_for_shader(sctx, sel);
-       si_update_streamout_state(sctx);
-       si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
-                           si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+   struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+   struct si_shader_selector *sel = state;
+   bool enable_changed = !!sctx->gs_shader.cso != !!sel;
+   bool ngg_changed;
+
+   if (sctx->gs_shader.cso == sel)
+      return;
+
+   sctx->gs_shader.cso = sel;
+   sctx->gs_shader.current = sel ? sel->first_variant : NULL;
+   sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
+
+   si_update_common_shader_state(sctx);
+   sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+
+   ngg_changed = si_update_ngg(sctx);
+   if (ngg_changed || enable_changed)
+      si_shader_change_notify(sctx);
+   if (enable_changed) {
+      if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+         si_update_tess_uses_prim_id(sctx);
+   }
+   si_update_vs_viewport_state(sctx);
+   si_set_active_descriptors_for_shader(sctx, sel);
+   si_update_streamout_state(sctx);
+   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+                       si_get_vs_state(sctx));
 }
 
 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *sel = state;
-       bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *sel = state;
+   bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
 
-       if (sctx->tcs_shader.cso == sel)
-               return;
+   if (sctx->tcs_shader.cso == sel)
+      return;
 
-       sctx->tcs_shader.cso = sel;
-       sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
-       si_update_tess_uses_prim_id(sctx);
+   sctx->tcs_shader.cso = sel;
+   sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
+   si_update_tess_uses_prim_id(sctx);
 
-       si_update_common_shader_state(sctx);
+   si_update_common_shader_state(sctx);
 
-       if (enable_changed)
-               sctx->last_tcs = NULL; /* invalidate derived tess state */
+   if (enable_changed)
+      sctx->last_tcs = NULL; /* invalidate derived tess state */
 
-       si_set_active_descriptors_for_shader(sctx, sel);
+   si_set_active_descriptors_for_shader(sctx, sel);
 }
 
 static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
-       struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
-       struct si_shader_selector *sel = state;
-       bool enable_changed = !!sctx->tes_shader.cso != !!sel;
-
-       if (sctx->tes_shader.cso == sel)
-               return;
-
-       sctx->tes_shader.cso = sel;
-       sctx->tes_shader.current = sel ? sel->first_variant : NULL;
-       sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
-       si_update_tess_uses_prim_id(sctx);
-
-       si_update_common_shader_state(sctx);
-       sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
-
-       bool ngg_changed = si_update_ngg(sctx);
-       if (ngg_changed || enable_changed)
-               si_shader_change_notify(sctx);
-       if (enable_changed)
-               sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
-       si_update_vs_viewport_state(sctx);
-       si_set_active_descriptors_for_shader(sctx, sel);
-       si_update_streamout_state(sctx);
-       si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
-                           si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+   struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+   struct si_shader_selector *sel = state;
+   bool enable_changed = !!sctx->tes_shader.cso != !!sel;
+
+   if (sctx->tes_shader.cso == sel)
+      return;
+
+   sctx->tes_shader.cso = sel;
+   sctx->tes_shader.current = sel ? sel->first_variant : NULL;
+   sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
+   si_update_tess_uses_prim_id(sctx);
+
+   si_update_common_shader_state(sctx);
+   sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+
+   bool ngg_changed = si_update_ngg(sctx);
+   if (ngg_changed || enable_changed)
+      si_shader_change_notify(sctx);
+   if (enable_changed)
+      sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
+   si_update_vs_viewport_state(sctx);
+   si_set_active_descriptors_for_shader(sctx, sel);
+   si_update_streamout_state(sctx);
+   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+                       si_get_vs_state(sctx));
 }
 
 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *old_sel = sctx->ps_shader.cso;
-       struct si_shader_selector *sel = state;
-
-       /* skip if supplied shader is one already in use */
-       if (old_sel == sel)
-               return;
-
-       sctx->ps_shader.cso = sel;
-       sctx->ps_shader.current = sel ? sel->first_variant : NULL;
-
-       si_update_common_shader_state(sctx);
-       if (sel) {
-               if (sctx->ia_multi_vgt_param_key.u.uses_tess)
-                       si_update_tess_uses_prim_id(sctx);
-
-               if (!old_sel ||
-                   old_sel->info.colors_written != sel->info.colors_written)
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
-
-               if (sctx->screen->has_out_of_order_rast &&
-                   (!old_sel ||
-                    old_sel->info.writes_memory != sel->info.writes_memory ||
-                    old_sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] !=
-                    sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]))
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
-       }
-       si_set_active_descriptors_for_shader(sctx, sel);
-       si_update_ps_colorbuf0_slot(sctx);
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *old_sel = sctx->ps_shader.cso;
+   struct si_shader_selector *sel = state;
+
+   /* skip if supplied shader is one already in use */
+   if (old_sel == sel)
+      return;
+
+   sctx->ps_shader.cso = sel;
+   sctx->ps_shader.current = sel ? sel->first_variant : NULL;
+
+   si_update_common_shader_state(sctx);
+   if (sel) {
+      if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+         si_update_tess_uses_prim_id(sctx);
+
+      if (!old_sel || old_sel->info.colors_written != sel->info.colors_written)
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
+
+      if (sctx->screen->has_out_of_order_rast &&
+          (!old_sel || old_sel->info.base.writes_memory != sel->info.base.writes_memory ||
+           old_sel->info.base.fs.early_fragment_tests !=
+              sel->info.base.fs.early_fragment_tests))
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
+   }
+   si_set_active_descriptors_for_shader(sctx, sel);
+   si_update_ps_colorbuf0_slot(sctx);
 }
 
 static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
 {
-       if (shader->is_optimized) {
-               util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
-                                   &shader->ready);
-       }
-
-       util_queue_fence_destroy(&shader->ready);
-
-       if (shader->pm4) {
-               /* If destroyed shaders were not unbound, the next compiled
-                * shader variant could get the same pointer address and so
-                * binding it to the same shader stage would be considered
-                * a no-op, causing random behavior.
-                */
-               switch (shader->selector->type) {
-               case PIPE_SHADER_VERTEX:
-                       if (shader->key.as_ls) {
-                               assert(sctx->chip_class <= GFX8);
-                               si_pm4_delete_state(sctx, ls, shader->pm4);
-                       } else if (shader->key.as_es) {
-                               assert(sctx->chip_class <= GFX8);
-                               si_pm4_delete_state(sctx, es, shader->pm4);
-                       } else if (shader->key.as_ngg) {
-                               si_pm4_delete_state(sctx, gs, shader->pm4);
-                       } else {
-                               si_pm4_delete_state(sctx, vs, shader->pm4);
-                       }
-                       break;
-               case PIPE_SHADER_TESS_CTRL:
-                       si_pm4_delete_state(sctx, hs, shader->pm4);
-                       break;
-               case PIPE_SHADER_TESS_EVAL:
-                       if (shader->key.as_es) {
-                               assert(sctx->chip_class <= GFX8);
-                               si_pm4_delete_state(sctx, es, shader->pm4);
-                       } else if (shader->key.as_ngg) {
-                               si_pm4_delete_state(sctx, gs, shader->pm4);
-                       } else {
-                               si_pm4_delete_state(sctx, vs, shader->pm4);
-                       }
-                       break;
-               case PIPE_SHADER_GEOMETRY:
-                       if (shader->is_gs_copy_shader)
-                               si_pm4_delete_state(sctx, vs, shader->pm4);
-                       else
-                               si_pm4_delete_state(sctx, gs, shader->pm4);
-                       break;
-               case PIPE_SHADER_FRAGMENT:
-                       si_pm4_delete_state(sctx, ps, shader->pm4);
-                       break;
-               default:;
-               }
-       }
-
-       si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
-       si_shader_destroy(shader);
-       free(shader);
+   if (shader->is_optimized) {
+      util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority, &shader->ready);
+   }
+
+   util_queue_fence_destroy(&shader->ready);
+
+   if (shader->pm4) {
+      /* If destroyed shaders were not unbound, the next compiled
+       * shader variant could get the same pointer address and so
+       * binding it to the same shader stage would be considered
+       * a no-op, causing random behavior.
+       */
+      switch (shader->selector->info.stage) {
+      case MESA_SHADER_VERTEX:
+         if (shader->key.as_ls) {
+            assert(sctx->chip_class <= GFX8);
+            si_pm4_delete_state(sctx, ls, shader->pm4);
+         } else if (shader->key.as_es) {
+            assert(sctx->chip_class <= GFX8);
+            si_pm4_delete_state(sctx, es, shader->pm4);
+         } else if (shader->key.as_ngg) {
+            si_pm4_delete_state(sctx, gs, shader->pm4);
+         } else {
+            si_pm4_delete_state(sctx, vs, shader->pm4);
+         }
+         break;
+      case MESA_SHADER_TESS_CTRL:
+         si_pm4_delete_state(sctx, hs, shader->pm4);
+         break;
+      case MESA_SHADER_TESS_EVAL:
+         if (shader->key.as_es) {
+            assert(sctx->chip_class <= GFX8);
+            si_pm4_delete_state(sctx, es, shader->pm4);
+         } else if (shader->key.as_ngg) {
+            si_pm4_delete_state(sctx, gs, shader->pm4);
+         } else {
+            si_pm4_delete_state(sctx, vs, shader->pm4);
+         }
+         break;
+      case MESA_SHADER_GEOMETRY:
+         if (shader->is_gs_copy_shader)
+            si_pm4_delete_state(sctx, vs, shader->pm4);
+         else
+            si_pm4_delete_state(sctx, gs, shader->pm4);
+         break;
+      case MESA_SHADER_FRAGMENT:
+         si_pm4_delete_state(sctx, ps, shader->pm4);
+         break;
+      default:;
+      }
+   }
+
+   si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
+   si_shader_destroy(shader);
+   free(shader);
 }
 
 static void si_destroy_shader_selector(struct pipe_context *ctx, void *cso)
 {
-       struct si_context *sctx = (struct si_context*)ctx;
-       struct si_shader_selector *sel = (struct si_shader_selector *)cso;
-       struct si_shader *p = sel->first_variant, *c;
-       struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
-               [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
-               [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
-               [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
-               [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
-               [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
-       };
-
-       util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
-
-       if (current_shader[sel->type]->cso == sel) {
-               current_shader[sel->type]->cso = NULL;
-               current_shader[sel->type]->current = NULL;
-       }
-
-       while (p) {
-               c = p->next_variant;
-               si_delete_shader(sctx, p);
-               p = c;
-       }
-
-       if (sel->main_shader_part)
-               si_delete_shader(sctx, sel->main_shader_part);
-       if (sel->main_shader_part_ls)
-               si_delete_shader(sctx, sel->main_shader_part_ls);
-       if (sel->main_shader_part_es)
-               si_delete_shader(sctx, sel->main_shader_part_es);
-       if (sel->main_shader_part_ngg)
-               si_delete_shader(sctx, sel->main_shader_part_ngg);
-       if (sel->gs_copy_shader)
-               si_delete_shader(sctx, sel->gs_copy_shader);
-
-       util_queue_fence_destroy(&sel->ready);
-       simple_mtx_destroy(&sel->mutex);
-       ralloc_free(sel->nir);
-       free(sel->nir_binary);
-       free(sel);
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *sel = (struct si_shader_selector *)cso;
+   struct si_shader *p = sel->first_variant, *c;
+   struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
+      [MESA_SHADER_VERTEX] = &sctx->vs_shader,
+      [MESA_SHADER_TESS_CTRL] = &sctx->tcs_shader,
+      [MESA_SHADER_TESS_EVAL] = &sctx->tes_shader,
+      [MESA_SHADER_GEOMETRY] = &sctx->gs_shader,
+      [MESA_SHADER_FRAGMENT] = &sctx->ps_shader,
+   };
+
+   util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
+
+   if (current_shader[sel->info.stage]->cso == sel) {
+      current_shader[sel->info.stage]->cso = NULL;
+      current_shader[sel->info.stage]->current = NULL;
+   }
+
+   while (p) {
+      c = p->next_variant;
+      si_delete_shader(sctx, p);
+      p = c;
+   }
+
+   if (sel->main_shader_part)
+      si_delete_shader(sctx, sel->main_shader_part);
+   if (sel->main_shader_part_ls)
+      si_delete_shader(sctx, sel->main_shader_part_ls);
+   if (sel->main_shader_part_es)
+      si_delete_shader(sctx, sel->main_shader_part_es);
+   if (sel->main_shader_part_ngg)
+      si_delete_shader(sctx, sel->main_shader_part_ngg);
+   if (sel->gs_copy_shader)
+      si_delete_shader(sctx, sel->gs_copy_shader);
+
+   util_queue_fence_destroy(&sel->ready);
+   simple_mtx_destroy(&sel->mutex);
+   ralloc_free(sel->nir);
+   free(sel->nir_binary);
+   free(sel);
 }
 
 static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
 {
-       struct si_context *sctx = (struct si_context *)ctx;
-       struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
-       si_shader_selector_reference(sctx, &sel, NULL);
+   struct si_context *sctx = (struct si_context *)ctx;
+   struct si_shader_selector *sel = (struct si_shader_selector *)state;
+
+   si_shader_selector_reference(sctx, &sel, NULL);
+}
+
+static unsigned si_get_ps_input_cntl(struct si_context *sctx, struct si_shader *vs,
+                                     unsigned semantic, enum glsl_interp_mode interpolate)
+{
+   struct si_shader_info *vsinfo = &vs->selector->info;
+   unsigned offset, ps_input_cntl = 0;
+
+   if (interpolate == INTERP_MODE_FLAT ||
+       (interpolate == INTERP_MODE_COLOR && sctx->flatshade) ||
+       semantic == VARYING_SLOT_PRIMITIVE_ID)
+      ps_input_cntl |= S_028644_FLAT_SHADE(1);
+
+   if (semantic == VARYING_SLOT_PNTC ||
+       (semantic >= VARYING_SLOT_TEX0 && semantic <= VARYING_SLOT_TEX7 &&
+        sctx->sprite_coord_enable & (1 << (semantic - VARYING_SLOT_TEX0)))) {
+      ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
+   }
+
+   int vs_slot = vsinfo->output_semantic_to_slot[semantic];
+   if (vs_slot >= 0) {
+      offset = vs->info.vs_output_param_offset[vs_slot];
+
+      if (offset <= AC_EXP_PARAM_OFFSET_31) {
+         /* The input is loaded from parameter memory. */
+         ps_input_cntl |= S_028644_OFFSET(offset);
+      } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
+         if (offset == AC_EXP_PARAM_UNDEFINED) {
+            /* This can happen with depth-only rendering. */
+            offset = 0;
+         } else {
+            /* The input is a DEFAULT_VAL constant. */
+            assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
+                   offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
+            offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
+         }
+
+         ps_input_cntl = S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(offset);
+      }
+   } else {
+      /* VS output not found. */
+      if (semantic == VARYING_SLOT_PRIMITIVE_ID) {
+         /* PrimID is written after the last output when HW VS is used. */
+         ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
+      } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
+         /* No corresponding output found, load defaults into input.
+          * Don't set any other bits.
+          * (FLAT_SHADE=1 completely changes behavior) */
+         ps_input_cntl = S_028644_OFFSET(0x20);
+         /* D3D 9 behaviour. GL is undefined */
+         if (semantic == VARYING_SLOT_COL0)
+            ps_input_cntl |= S_028644_DEFAULT_VAL(3);
+      }
+   }
+
+   return ps_input_cntl;
 }
 
-static unsigned si_get_ps_input_cntl(struct si_context *sctx,
-                                    struct si_shader *vs, unsigned name,
-                                    unsigned index, unsigned interpolate)
+static void si_emit_spi_map(struct si_context *sctx)
 {
-       struct si_shader_info *vsinfo = &vs->selector->info;
-       unsigned j, offset, ps_input_cntl = 0;
-
-       if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
-           (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade) ||
-           name == TGSI_SEMANTIC_PRIMID)
-               ps_input_cntl |= S_028644_FLAT_SHADE(1);
-
-       if (name == TGSI_SEMANTIC_PCOORD ||
-           (name == TGSI_SEMANTIC_TEXCOORD &&
-            sctx->sprite_coord_enable & (1 << index))) {
-               ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
-       }
-
-       for (j = 0; j < vsinfo->num_outputs; j++) {
-               if (name == vsinfo->output_semantic_name[j] &&
-                   index == vsinfo->output_semantic_index[j]) {
-                       offset = vs->info.vs_output_param_offset[j];
-
-                       if (offset <= AC_EXP_PARAM_OFFSET_31) {
-                               /* The input is loaded from parameter memory. */
-                               ps_input_cntl |= S_028644_OFFSET(offset);
-                       } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
-                               if (offset == AC_EXP_PARAM_UNDEFINED) {
-                                       /* This can happen with depth-only rendering. */
-                                       offset = 0;
-                               } else {
-                                       /* The input is a DEFAULT_VAL constant. */
-                                       assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
-                                              offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
-                                       offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
-                               }
-
-                               ps_input_cntl = S_028644_OFFSET(0x20) |
-                                               S_028644_DEFAULT_VAL(offset);
-                       }
-                       break;
-               }
-       }
-
-       if (j == vsinfo->num_outputs && name == TGSI_SEMANTIC_PRIMID)
-               /* PrimID is written after the last output when HW VS is used. */
-               ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
-       else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
-               /* No corresponding output found, load defaults into input.
-                * Don't set any other bits.
-                * (FLAT_SHADE=1 completely changes behavior) */
-               ps_input_cntl = S_028644_OFFSET(0x20);
-               /* D3D 9 behaviour. GL is undefined */
-               if (name == TGSI_SEMANTIC_COLOR && index == 0)
-                       ps_input_cntl |= S_028644_DEFAULT_VAL(3);
-       }
-       return ps_input_cntl;
+   struct si_shader *ps = sctx->ps_shader.current;
+   struct si_shader *vs = si_get_vs_state(sctx);
+   struct si_shader_info *psinfo = ps ? &ps->selector->info : NULL;
+   unsigned i, num_interp, num_written = 0;
+   unsigned spi_ps_input_cntl[32];
+
+   if (!ps || !ps->selector->info.num_inputs)
+      return;
+
+   num_interp = si_get_ps_num_interp(ps);
+   assert(num_interp > 0);
+
+   for (i = 0; i < psinfo->num_inputs; i++) {
+      unsigned semantic = psinfo->input_semantic[i];
+      unsigned interpolate = psinfo->input_interpolate[i];
+
+      spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, semantic, interpolate);
+   }
+
+   if (ps->key.part.ps.prolog.color_two_side) {
+      for (i = 0; i < 2; i++) {
+         if (!(psinfo->colors_read & (0xf << (i * 4))))
+            continue;
+
+         unsigned semantic = VARYING_SLOT_BFC0 + i;
+         spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, semantic,
+                                                                 psinfo->color_interpolate[i]);
+      }
+   }
+   assert(num_interp == num_written);
+
+   /* R_028644_SPI_PS_INPUT_CNTL_0 */
+   /* Dota 2: Only ~16% of SPI map updates set different values. */
+   /* Talos: Only ~9% of SPI map updates set different values. */
+   unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+   radeon_opt_set_context_regn(sctx, R_028644_SPI_PS_INPUT_CNTL_0, spi_ps_input_cntl,
+                               sctx->tracked_regs.spi_ps_input_cntl, num_interp);
+
+   if (initial_cdw != sctx->gfx_cs->current.cdw)
+      sctx->context_roll = true;
 }
 
-static void si_emit_spi_map(struct si_context *sctx)
+/**
+ * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
+ */
+static void si_cs_preamble_add_vgt_flush(struct si_context *sctx)
 {
-       struct si_shader *ps = sctx->ps_shader.current;
-       struct si_shader *vs = si_get_vs_state(sctx);
-       struct si_shader_info *psinfo = ps ? &ps->selector->info : NULL;
-       unsigned i, num_interp, num_written = 0, bcol_interp[2];
-       unsigned spi_ps_input_cntl[32];
-
-       if (!ps || !ps->selector->info.num_inputs)
-               return;
-
-       num_interp = si_get_ps_num_interp(ps);
-       assert(num_interp > 0);
-
-       for (i = 0; i < psinfo->num_inputs; i++) {
-               unsigned name = psinfo->input_semantic_name[i];
-               unsigned index = psinfo->input_semantic_index[i];
-               unsigned interpolate = psinfo->input_interpolate[i];
-
-               spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, name,
-                                                           index, interpolate);
-
-               if (name == TGSI_SEMANTIC_COLOR) {
-                       assert(index < ARRAY_SIZE(bcol_interp));
-                       bcol_interp[index] = interpolate;
-               }
-       }
-
-       if (ps->key.part.ps.prolog.color_two_side) {
-               unsigned bcol = TGSI_SEMANTIC_BCOLOR;
-
-               for (i = 0; i < 2; i++) {
-                       if (!(psinfo->colors_read & (0xf << (i * 4))))
-                               continue;
-
-                       spi_ps_input_cntl[num_written++] =
-                         si_get_ps_input_cntl(sctx, vs, bcol, i, bcol_interp[i]);
-
-               }
-       }
-       assert(num_interp == num_written);
-
-       /* R_028644_SPI_PS_INPUT_CNTL_0 */
-       /* Dota 2: Only ~16% of SPI map updates set different values. */
-       /* Talos: Only ~9% of SPI map updates set different values. */
-       unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-       radeon_opt_set_context_regn(sctx, R_028644_SPI_PS_INPUT_CNTL_0,
-                                   spi_ps_input_cntl,
-                                   sctx->tracked_regs.spi_ps_input_cntl, num_interp);
-
-       if (initial_cdw != sctx->gfx_cs->current.cdw)
-               sctx->context_roll = true;
+   /* We shouldn't get here if registers are shadowed. */
+   assert(!sctx->shadowed_regs);
+
+   if (sctx->cs_preamble_has_vgt_flush)
+      return;
+
+   /* Done by Vulkan before VGT_FLUSH. */
+   si_pm4_cmd_add(sctx->cs_preamble_state, PKT3(PKT3_EVENT_WRITE, 0, 0));
+   si_pm4_cmd_add(sctx->cs_preamble_state, EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
+
+   /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
+   si_pm4_cmd_add(sctx->cs_preamble_state, PKT3(PKT3_EVENT_WRITE, 0, 0));
+   si_pm4_cmd_add(sctx->cs_preamble_state, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
+   sctx->cs_preamble_has_vgt_flush = true;
 }
 
 /**
  * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
  */
-static void si_init_config_add_vgt_flush(struct si_context *sctx)
+static void si_emit_vgt_flush(struct radeon_cmdbuf *cs)
 {
-       if (sctx->init_config_has_vgt_flush)
-               return;
-
-       /* Done by Vulkan before VGT_FLUSH. */
-       si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
-       si_pm4_cmd_add(sctx->init_config,
-                      EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
-       si_pm4_cmd_end(sctx->init_config, false);
-
-       /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
-       si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
-       si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
-       si_pm4_cmd_end(sctx->init_config, false);
-       sctx->init_config_has_vgt_flush = true;
+   /* This is required before VGT_FLUSH. */
+   radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
+   radeon_emit(cs, EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
+
+   /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
+   radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
+   radeon_emit(cs, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
 }
 
 /* Initialize state related to ESGS / GSVS ring buffers */
 static bool si_update_gs_ring_buffers(struct si_context *sctx)
 {
-       struct si_shader_selector *es =
-               sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
-       struct si_shader_selector *gs = sctx->gs_shader.cso;
-       struct si_pm4_state *pm4;
-
-       /* Chip constants. */
-       unsigned num_se = sctx->screen->info.max_se;
-       unsigned wave_size = 64;
-       unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
-       /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
-        * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
-        */
-       unsigned gs_vertex_reuse = (sctx->chip_class >= GFX8 ? 32 : 16) * num_se;
-       unsigned alignment = 256 * num_se;
-       /* The maximum size is 63.999 MB per SE. */
-       unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
-
-       /* Calculate the minimum size. */
-       unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
-                                           wave_size, alignment);
-
-       /* These are recommended sizes, not minimum sizes. */
-       unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
-                                 es->esgs_itemsize * gs->gs_input_verts_per_prim;
-       unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
-                                 gs->max_gsvs_emit_size;
-
-       min_esgs_ring_size = align(min_esgs_ring_size, alignment);
-       esgs_ring_size = align(esgs_ring_size, alignment);
-       gsvs_ring_size = align(gsvs_ring_size, alignment);
-
-       esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
-       gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
-
-       /* Some rings don't have to be allocated if shaders don't use them.
-        * (e.g. no varyings between ES and GS or GS and VS)
-        *
-        * GFX9 doesn't have the ESGS ring.
-        */
-       bool update_esgs = sctx->chip_class <= GFX8 &&
-                          esgs_ring_size &&
-                          (!sctx->esgs_ring ||
-                           sctx->esgs_ring->width0 < esgs_ring_size);
-       bool update_gsvs = gsvs_ring_size &&
-                          (!sctx->gsvs_ring ||
-                           sctx->gsvs_ring->width0 < gsvs_ring_size);
-
-       if (!update_esgs && !update_gsvs)
-               return true;
-
-       if (update_esgs) {
-               pipe_resource_reference(&sctx->esgs_ring, NULL);
-               sctx->esgs_ring =
-                       pipe_aligned_buffer_create(sctx->b.screen,
-                                                  SI_RESOURCE_FLAG_UNMAPPABLE,
-                                                  PIPE_USAGE_DEFAULT,
-                                                  esgs_ring_size,
-                                                  sctx->screen->info.pte_fragment_size);
-               if (!sctx->esgs_ring)
-                       return false;
-       }
-
-       if (update_gsvs) {
-               pipe_resource_reference(&sctx->gsvs_ring, NULL);
-               sctx->gsvs_ring =
-                       pipe_aligned_buffer_create(sctx->b.screen,
-                                                  SI_RESOURCE_FLAG_UNMAPPABLE,
-                                                  PIPE_USAGE_DEFAULT,
-                                                  gsvs_ring_size,
-                                                  sctx->screen->info.pte_fragment_size);
-               if (!sctx->gsvs_ring)
-                       return false;
-       }
-
-       /* Create the "init_config_gs_rings" state. */
-       pm4 = CALLOC_STRUCT(si_pm4_state);
-       if (!pm4)
-               return false;
-
-       if (sctx->chip_class >= GFX7) {
-               if (sctx->esgs_ring) {
-                       assert(sctx->chip_class <= GFX8);
-                       si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
-                                      sctx->esgs_ring->width0 / 256);
-               }
-               if (sctx->gsvs_ring)
-                       si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
-                                      sctx->gsvs_ring->width0 / 256);
-       } else {
-               if (sctx->esgs_ring)
-                       si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
-                                      sctx->esgs_ring->width0 / 256);
-               if (sctx->gsvs_ring)
-                       si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
-                                      sctx->gsvs_ring->width0 / 256);
-       }
-
-       /* Set the state. */
-       if (sctx->init_config_gs_rings)
-               si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
-       sctx->init_config_gs_rings = pm4;
-
-       if (!sctx->init_config_has_vgt_flush) {
-               si_init_config_add_vgt_flush(sctx);
-               si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
-       }
-
-       /* Flush the context to re-emit both init_config states. */
-       sctx->initial_gfx_cs_size = 0; /* force flush */
-       si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
-
-       /* Set ring bindings. */
-       if (sctx->esgs_ring) {
-               assert(sctx->chip_class <= GFX8);
-               si_set_ring_buffer(sctx, SI_ES_RING_ESGS,
-                                  sctx->esgs_ring, 0, sctx->esgs_ring->width0,
-                                  true, true, 4, 64, 0);
-               si_set_ring_buffer(sctx, SI_GS_RING_ESGS,
-                                  sctx->esgs_ring, 0, sctx->esgs_ring->width0,
-                                  false, false, 0, 0, 0);
-       }
-       if (sctx->gsvs_ring) {
-               si_set_ring_buffer(sctx, SI_RING_GSVS,
-                                  sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
-                                  false, false, 0, 0, 0);
-       }
-
-       return true;
+   struct si_shader_selector *es =
+      sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
+   struct si_shader_selector *gs = sctx->gs_shader.cso;
+   struct si_pm4_state *pm4;
+
+   /* Chip constants. */
+   unsigned num_se = sctx->screen->info.max_se;
+   unsigned wave_size = 64;
+   unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
+   /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
+    * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
+    */
+   unsigned gs_vertex_reuse = (sctx->chip_class >= GFX8 ? 32 : 16) * num_se;
+   unsigned alignment = 256 * num_se;
+   /* The maximum size is 63.999 MB per SE. */
+   unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
+
+   /* Calculate the minimum size. */
+   unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse * wave_size, alignment);
+
+   /* These are recommended sizes, not minimum sizes. */
+   unsigned esgs_ring_size =
+      max_gs_waves * 2 * wave_size * es->esgs_itemsize * gs->gs_input_verts_per_prim;
+   unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size * gs->max_gsvs_emit_size;
+
+   min_esgs_ring_size = align(min_esgs_ring_size, alignment);
+   esgs_ring_size = align(esgs_ring_size, alignment);
+   gsvs_ring_size = align(gsvs_ring_size, alignment);
+
+   esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
+   gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
+
+   /* Some rings don't have to be allocated if shaders don't use them.
+    * (e.g. no varyings between ES and GS or GS and VS)
+    *
+    * GFX9 doesn't have the ESGS ring.
+    */
+   bool update_esgs = sctx->chip_class <= GFX8 && esgs_ring_size &&
+                      (!sctx->esgs_ring || sctx->esgs_ring->width0 < esgs_ring_size);
+   bool update_gsvs =
+      gsvs_ring_size && (!sctx->gsvs_ring || sctx->gsvs_ring->width0 < gsvs_ring_size);
+
+   if (!update_esgs && !update_gsvs)
+      return true;
+
+   if (update_esgs) {
+      pipe_resource_reference(&sctx->esgs_ring, NULL);
+      sctx->esgs_ring =
+         pipe_aligned_buffer_create(sctx->b.screen, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT,
+                                    esgs_ring_size, sctx->screen->info.pte_fragment_size);
+      if (!sctx->esgs_ring)
+         return false;
+   }
+
+   if (update_gsvs) {
+      pipe_resource_reference(&sctx->gsvs_ring, NULL);
+      sctx->gsvs_ring =
+         pipe_aligned_buffer_create(sctx->b.screen, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT,
+                                    gsvs_ring_size, sctx->screen->info.pte_fragment_size);
+      if (!sctx->gsvs_ring)
+         return false;
+   }
+
+   /* Set ring bindings. */
+   if (sctx->esgs_ring) {
+      assert(sctx->chip_class <= GFX8);
+      si_set_ring_buffer(sctx, SI_ES_RING_ESGS, sctx->esgs_ring, 0, sctx->esgs_ring->width0, true,
+                         true, 4, 64, 0);
+      si_set_ring_buffer(sctx, SI_GS_RING_ESGS, sctx->esgs_ring, 0, sctx->esgs_ring->width0, false,
+                         false, 0, 0, 0);
+   }
+   if (sctx->gsvs_ring) {
+      si_set_ring_buffer(sctx, SI_RING_GSVS, sctx->gsvs_ring, 0, sctx->gsvs_ring->width0, false,
+                         false, 0, 0, 0);
+   }
+
+   if (sctx->shadowed_regs) {
+      /* These registers will be shadowed, so set them only once. */
+      struct radeon_cmdbuf *cs = sctx->gfx_cs;
+
+      assert(sctx->chip_class >= GFX7);
+
+      si_emit_vgt_flush(cs);
+
+      /* Set the GS registers. */
+      if (sctx->esgs_ring) {
+         assert(sctx->chip_class <= GFX8);
+         radeon_set_uconfig_reg(cs, R_030900_VGT_ESGS_RING_SIZE,
+                                sctx->esgs_ring->width0 / 256);
+      }
+      if (sctx->gsvs_ring) {
+         radeon_set_uconfig_reg(cs, R_030904_VGT_GSVS_RING_SIZE,
+                                sctx->gsvs_ring->width0 / 256);
+      }
+      return true;
+   }
+
+   /* The codepath without register shadowing. */
+   /* Create the "cs_preamble_gs_rings" state. */
+   pm4 = CALLOC_STRUCT(si_pm4_state);
+   if (!pm4)
+      return false;
+
+   if (sctx->chip_class >= GFX7) {
+      if (sctx->esgs_ring) {
+         assert(sctx->chip_class <= GFX8);
+         si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE, sctx->esgs_ring->width0 / 256);
+      }
+      if (sctx->gsvs_ring)
+         si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE, sctx->gsvs_ring->width0 / 256);
+   } else {
+      if (sctx->esgs_ring)
+         si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE, sctx->esgs_ring->width0 / 256);
+      if (sctx->gsvs_ring)
+         si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE, sctx->gsvs_ring->width0 / 256);
+   }
+
+   /* Set the state. */
+   if (sctx->cs_preamble_gs_rings)
+      si_pm4_free_state(sctx, sctx->cs_preamble_gs_rings, ~0);
+   sctx->cs_preamble_gs_rings = pm4;
+
+   si_cs_preamble_add_vgt_flush(sctx);
+
+   /* Flush the context to re-emit both cs_preamble states. */
+   sctx->initial_gfx_cs_size = 0; /* force flush */
+   si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
+
+   return true;
 }
 
 static void si_shader_lock(struct si_shader *shader)
 {
-       simple_mtx_lock(&shader->selector->mutex);
-       if (shader->previous_stage_sel) {
-               assert(shader->previous_stage_sel != shader->selector);
-               simple_mtx_lock(&shader->previous_stage_sel->mutex);
-       }
+   simple_mtx_lock(&shader->selector->mutex);
+   if (shader->previous_stage_sel) {
+      assert(shader->previous_stage_sel != shader->selector);
+      simple_mtx_lock(&shader->previous_stage_sel->mutex);
+   }
 }
 
 static void si_shader_unlock(struct si_shader *shader)
 {
-       if (shader->previous_stage_sel)
-               simple_mtx_unlock(&shader->previous_stage_sel->mutex);
-       simple_mtx_unlock(&shader->selector->mutex);
+   if (shader->previous_stage_sel)
+      simple_mtx_unlock(&shader->previous_stage_sel->mutex);
+   simple_mtx_unlock(&shader->selector->mutex);
 }
 
 /**
@@ -3702,578 +3462,570 @@ static void si_shader_unlock(struct si_shader *shader)
  *          0 if not
  *          < 0 if there was a failure
  */
-static int si_update_scratch_buffer(struct si_context *sctx,
-                                   struct si_shader *shader)
+static int si_update_scratch_buffer(struct si_context *sctx, struct si_shader *shader)
 {
-       uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
+   uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
 
-       if (!shader)
-               return 0;
+   if (!shader)
+      return 0;
 
-       /* This shader doesn't need a scratch buffer */
-       if (shader->config.scratch_bytes_per_wave == 0)
-               return 0;
+   /* This shader doesn't need a scratch buffer */
+   if (shader->config.scratch_bytes_per_wave == 0)
+      return 0;
 
-       /* Prevent race conditions when updating:
-        * - si_shader::scratch_bo
-        * - si_shader::binary::code
-        * - si_shader::previous_stage::binary::code.
-        */
-       si_shader_lock(shader);
+   /* Prevent race conditions when updating:
+    * - si_shader::scratch_bo
+    * - si_shader::binary::code
+    * - si_shader::previous_stage::binary::code.
+    */
+   si_shader_lock(shader);
 
-       /* This shader is already configured to use the current
-        * scratch buffer. */
-       if (shader->scratch_bo == sctx->scratch_buffer) {
-               si_shader_unlock(shader);
-               return 0;
-       }
+   /* This shader is already configured to use the current
+    * scratch buffer. */
+   if (shader->scratch_bo == sctx->scratch_buffer) {
+      si_shader_unlock(shader);
+      return 0;
+   }
 
-       assert(sctx->scratch_buffer);
+   assert(sctx->scratch_buffer);
 
-       /* Replace the shader bo with a new bo that has the relocs applied. */
-       if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
-               si_shader_unlock(shader);
-               return -1;
-       }
+   /* Replace the shader bo with a new bo that has the relocs applied. */
+   if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
+      si_shader_unlock(shader);
+      return -1;
+   }
 
-       /* Update the shader state to use the new shader bo. */
-       si_shader_init_pm4_state(sctx->screen, shader);
+   /* Update the shader state to use the new shader bo. */
+   si_shader_init_pm4_state(sctx->screen, shader);
 
-       si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
+   si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
 
-       si_shader_unlock(shader);
-       return 1;
+   si_shader_unlock(shader);
+   return 1;
 }
 
 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
 {
-       return shader ? shader->config.scratch_bytes_per_wave : 0;
+   return shader ? shader->config.scratch_bytes_per_wave : 0;
 }
 
 static struct si_shader *si_get_tcs_current(struct si_context *sctx)
 {
-       if (!sctx->tes_shader.cso)
-               return NULL; /* tessellation disabled */
+   if (!sctx->tes_shader.cso)
+      return NULL; /* tessellation disabled */
 
-       return sctx->tcs_shader.cso ? sctx->tcs_shader.current :
-                                     sctx->fixed_func_tcs_shader.current;
+   return sctx->tcs_shader.cso ? sctx->tcs_shader.current : sctx->fixed_func_tcs_shader.current;
 }
 
 static bool si_update_scratch_relocs(struct si_context *sctx)
 {
-       struct si_shader *tcs = si_get_tcs_current(sctx);
-       int r;
-
-       /* Update the shaders, so that they are using the latest scratch.
-        * The scratch buffer may have been changed since these shaders were
-        * last used, so we still need to try to update them, even if they
-        * require scratch buffers smaller than the current size.
-        */
-       r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
-       if (r < 0)
-               return false;
-       if (r == 1)
-               si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
-
-       r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
-       if (r < 0)
-               return false;
-       if (r == 1)
-               si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
-
-       r = si_update_scratch_buffer(sctx, tcs);
-       if (r < 0)
-               return false;
-       if (r == 1)
-               si_pm4_bind_state(sctx, hs, tcs->pm4);
-
-       /* VS can be bound as LS, ES, or VS. */
-       r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
-       if (r < 0)
-               return false;
-       if (r == 1) {
-               if (sctx->vs_shader.current->key.as_ls)
-                       si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
-               else if (sctx->vs_shader.current->key.as_es)
-                       si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
-               else if (sctx->vs_shader.current->key.as_ngg)
-                       si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
-               else
-                       si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
-       }
-
-       /* TES can be bound as ES or VS. */
-       r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
-       if (r < 0)
-               return false;
-       if (r == 1) {
-               if (sctx->tes_shader.current->key.as_es)
-                       si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
-               else if (sctx->tes_shader.current->key.as_ngg)
-                       si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
-               else
-                       si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
-       }
-
-       return true;
+   struct si_shader *tcs = si_get_tcs_current(sctx);
+   int r;
+
+   /* Update the shaders, so that they are using the latest scratch.
+    * The scratch buffer may have been changed since these shaders were
+    * last used, so we still need to try to update them, even if they
+    * require scratch buffers smaller than the current size.
+    */
+   r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
+   if (r < 0)
+      return false;
+   if (r == 1)
+      si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+   r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
+   if (r < 0)
+      return false;
+   if (r == 1)
+      si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+
+   r = si_update_scratch_buffer(sctx, tcs);
+   if (r < 0)
+      return false;
+   if (r == 1)
+      si_pm4_bind_state(sctx, hs, tcs->pm4);
+
+   /* VS can be bound as LS, ES, or VS. */
+   r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
+   if (r < 0)
+      return false;
+   if (r == 1) {
+      if (sctx->vs_shader.current->key.as_ls)
+         si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+      else if (sctx->vs_shader.current->key.as_es)
+         si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+      else if (sctx->vs_shader.current->key.as_ngg)
+         si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
+      else
+         si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+   }
+
+   /* TES can be bound as ES or VS. */
+   r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
+   if (r < 0)
+      return false;
+   if (r == 1) {
+      if (sctx->tes_shader.current->key.as_es)
+         si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+      else if (sctx->tes_shader.current->key.as_ngg)
+         si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
+      else
+         si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+   }
+
+   return true;
 }
 
 static bool si_update_spi_tmpring_size(struct si_context *sctx)
 {
-       /* SPI_TMPRING_SIZE.WAVESIZE must be constant for each scratch buffer.
-        * There are 2 cases to handle:
-        *
-        * - If the current needed size is less than the maximum seen size,
-        *   use the maximum seen size, so that WAVESIZE remains the same.
-        *
-        * - If the current needed size is greater than the maximum seen size,
-        *   the scratch buffer is reallocated, so we can increase WAVESIZE.
-        *
-        * Shaders that set SCRATCH_EN=0 don't allocate scratch space.
-        * Otherwise, the number of waves that can use scratch is
-        * SPI_TMPRING_SIZE.WAVES.
-        */
-       unsigned bytes = 0;
-
-       bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
-       bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
-       bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
-
-       if (sctx->tes_shader.cso) {
-               bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
-               bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(si_get_tcs_current(sctx)));
-       }
-
-       sctx->max_seen_scratch_bytes_per_wave =
-               MAX2(sctx->max_seen_scratch_bytes_per_wave, bytes);
-
-       unsigned scratch_needed_size =
-               sctx->max_seen_scratch_bytes_per_wave * sctx->scratch_waves;
-       unsigned spi_tmpring_size;
-
-       if (scratch_needed_size > 0) {
-               if (!sctx->scratch_buffer ||
-                   scratch_needed_size > sctx->scratch_buffer->b.b.width0) {
-                       /* Create a bigger scratch buffer */
-                       si_resource_reference(&sctx->scratch_buffer, NULL);
-
-                       sctx->scratch_buffer =
-                               si_aligned_buffer_create(&sctx->screen->b,
-                                                        SI_RESOURCE_FLAG_UNMAPPABLE,
-                                                        PIPE_USAGE_DEFAULT,
-                                                        scratch_needed_size,
-                                                        sctx->screen->info.pte_fragment_size);
-                       if (!sctx->scratch_buffer)
-                               return false;
-
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
-                       si_context_add_resource_size(sctx,
-                                                    &sctx->scratch_buffer->b.b);
-               }
-
-               if (!si_update_scratch_relocs(sctx))
-                       return false;
-       }
-
-       /* The LLVM shader backend should be reporting aligned scratch_sizes. */
-       assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
-               "scratch size should already be aligned correctly.");
-
-       spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
-                          S_0286E8_WAVESIZE(sctx->max_seen_scratch_bytes_per_wave >> 10);
-       if (spi_tmpring_size != sctx->spi_tmpring_size) {
-               sctx->spi_tmpring_size = spi_tmpring_size;
-               si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
-       }
-       return true;
+   /* SPI_TMPRING_SIZE.WAVESIZE must be constant for each scratch buffer.
+    * There are 2 cases to handle:
+    *
+    * - If the current needed size is less than the maximum seen size,
+    *   use the maximum seen size, so that WAVESIZE remains the same.
+    *
+    * - If the current needed size is greater than the maximum seen size,
+    *   the scratch buffer is reallocated, so we can increase WAVESIZE.
+    *
+    * Shaders that set SCRATCH_EN=0 don't allocate scratch space.
+    * Otherwise, the number of waves that can use scratch is
+    * SPI_TMPRING_SIZE.WAVES.
+    */
+   unsigned bytes = 0;
+
+   bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
+   bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
+   bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
+
+   if (sctx->tes_shader.cso) {
+      bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
+      bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(si_get_tcs_current(sctx)));
+   }
+
+   sctx->max_seen_scratch_bytes_per_wave = MAX2(sctx->max_seen_scratch_bytes_per_wave, bytes);
+
+   unsigned scratch_needed_size = sctx->max_seen_scratch_bytes_per_wave * sctx->scratch_waves;
+   unsigned spi_tmpring_size;
+
+   if (scratch_needed_size > 0) {
+      if (!sctx->scratch_buffer || scratch_needed_size > sctx->scratch_buffer->b.b.width0) {
+         /* Create a bigger scratch buffer */
+         si_resource_reference(&sctx->scratch_buffer, NULL);
+
+         sctx->scratch_buffer = si_aligned_buffer_create(
+            &sctx->screen->b, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT, scratch_needed_size,
+            sctx->screen->info.pte_fragment_size);
+         if (!sctx->scratch_buffer)
+            return false;
+
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
+         si_context_add_resource_size(sctx, &sctx->scratch_buffer->b.b);
+      }
+
+      if (!si_update_scratch_relocs(sctx))
+         return false;
+   }
+
+   /* The LLVM shader backend should be reporting aligned scratch_sizes. */
+   assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
+          "scratch size should already be aligned correctly.");
+
+   spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
+                      S_0286E8_WAVESIZE(sctx->max_seen_scratch_bytes_per_wave >> 10);
+   if (spi_tmpring_size != sctx->spi_tmpring_size) {
+      sctx->spi_tmpring_size = spi_tmpring_size;
+      si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
+   }
+   return true;
 }
 
 static void si_init_tess_factor_ring(struct si_context *sctx)
 {
-       assert(!sctx->tess_rings);
-       assert(((sctx->screen->tess_factor_ring_size / 4) & C_030938_SIZE) == 0);
-
-       /* The address must be aligned to 2^19, because the shader only
-        * receives the high 13 bits.
-        */
-       sctx->tess_rings = pipe_aligned_buffer_create(sctx->b.screen,
-                                                   SI_RESOURCE_FLAG_32BIT,
-                                                   PIPE_USAGE_DEFAULT,
-                                                   sctx->screen->tess_offchip_ring_size +
-                                                   sctx->screen->tess_factor_ring_size,
-                                                   1 << 19);
-       if (!sctx->tess_rings)
-               return;
-
-       si_init_config_add_vgt_flush(sctx);
-
-       si_pm4_add_bo(sctx->init_config, si_resource(sctx->tess_rings),
-                     RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
-
-       uint64_t factor_va = si_resource(sctx->tess_rings)->gpu_address +
-                            sctx->screen->tess_offchip_ring_size;
-
-       /* Append these registers to the init config state. */
-       if (sctx->chip_class >= GFX7) {
-               si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
-                              S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
-               si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
-                              factor_va >> 8);
-               if (sctx->chip_class >= GFX10)
-                       si_pm4_set_reg(sctx->init_config, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
-                                      S_030984_BASE_HI(factor_va >> 40));
-               else if (sctx->chip_class == GFX9)
-                       si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
-                                      S_030944_BASE_HI(factor_va >> 40));
-               si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
-                              sctx->screen->vgt_hs_offchip_param);
-       } else {
-               si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
-                              S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
-               si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
-                              factor_va >> 8);
-               si_pm4_set_reg(sctx->init_config, R_0089B0_VGT_HS_OFFCHIP_PARAM,
-                              sctx->screen->vgt_hs_offchip_param);
-       }
-
-       /* Flush the context to re-emit the init_config state.
-        * This is done only once in a lifetime of a context.
-        */
-       si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
-       sctx->initial_gfx_cs_size = 0; /* force flush */
-       si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
+   assert(!sctx->tess_rings);
+   assert(((sctx->screen->tess_factor_ring_size / 4) & C_030938_SIZE) == 0);
+
+   /* The address must be aligned to 2^19, because the shader only
+    * receives the high 13 bits.
+    */
+   sctx->tess_rings = pipe_aligned_buffer_create(
+      sctx->b.screen, SI_RESOURCE_FLAG_32BIT, PIPE_USAGE_DEFAULT,
+      sctx->screen->tess_offchip_ring_size + sctx->screen->tess_factor_ring_size, 1 << 19);
+   if (!sctx->tess_rings)
+      return;
+
+   uint64_t factor_va =
+      si_resource(sctx->tess_rings)->gpu_address + sctx->screen->tess_offchip_ring_size;
+
+   if (sctx->shadowed_regs) {
+      /* These registers will be shadowed, so set them only once. */
+      struct radeon_cmdbuf *cs = sctx->gfx_cs;
+
+      assert(sctx->chip_class >= GFX7);
+
+      radeon_add_to_buffer_list(sctx, sctx->gfx_cs, si_resource(sctx->tess_rings),
+                                RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
+      si_emit_vgt_flush(cs);
+
+      /* Set tessellation registers. */
+      radeon_set_uconfig_reg(cs, R_030938_VGT_TF_RING_SIZE,
+                             S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
+      radeon_set_uconfig_reg(cs, R_030940_VGT_TF_MEMORY_BASE, factor_va >> 8);
+      if (sctx->chip_class >= GFX10) {
+         radeon_set_uconfig_reg(cs, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
+                                S_030984_BASE_HI(factor_va >> 40));
+      } else if (sctx->chip_class == GFX9) {
+         radeon_set_uconfig_reg(cs, R_030944_VGT_TF_MEMORY_BASE_HI,
+                                S_030944_BASE_HI(factor_va >> 40));
+      }
+      radeon_set_uconfig_reg(cs, R_03093C_VGT_HS_OFFCHIP_PARAM,
+                             sctx->screen->vgt_hs_offchip_param);
+      return;
+   }
+
+   /* The codepath without register shadowing. */
+   si_cs_preamble_add_vgt_flush(sctx);
+
+   /* Append these registers to the init config state. */
+   if (sctx->chip_class >= GFX7) {
+      si_pm4_set_reg(sctx->cs_preamble_state, R_030938_VGT_TF_RING_SIZE,
+                     S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
+      si_pm4_set_reg(sctx->cs_preamble_state, R_030940_VGT_TF_MEMORY_BASE, factor_va >> 8);
+      if (sctx->chip_class >= GFX10)
+         si_pm4_set_reg(sctx->cs_preamble_state, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
+                        S_030984_BASE_HI(factor_va >> 40));
+      else if (sctx->chip_class == GFX9)
+         si_pm4_set_reg(sctx->cs_preamble_state, R_030944_VGT_TF_MEMORY_BASE_HI,
+                        S_030944_BASE_HI(factor_va >> 40));
+      si_pm4_set_reg(sctx->cs_preamble_state, R_03093C_VGT_HS_OFFCHIP_PARAM,
+                     sctx->screen->vgt_hs_offchip_param);
+   } else {
+      si_pm4_set_reg(sctx->cs_preamble_state, R_008988_VGT_TF_RING_SIZE,
+                     S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
+      si_pm4_set_reg(sctx->cs_preamble_state, R_0089B8_VGT_TF_MEMORY_BASE, factor_va >> 8);
+      si_pm4_set_reg(sctx->cs_preamble_state, R_0089B0_VGT_HS_OFFCHIP_PARAM,
+                     sctx->screen->vgt_hs_offchip_param);
+   }
+
+   /* Flush the context to re-emit the cs_preamble state.
+    * This is done only once in a lifetime of a context.
+    */
+   sctx->initial_gfx_cs_size = 0; /* force flush */
+   si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
 }
 
 static struct si_pm4_state *si_build_vgt_shader_config(struct si_screen *screen,
-                                                      union si_vgt_stages_key key)
+                                                       union si_vgt_stages_key key)
 {
-       struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
-       uint32_t stages = 0;
-
-       if (key.u.tess) {
-               stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
-                         S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
-
-               if (key.u.gs)
-                       stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
-                                 S_028B54_GS_EN(1);
-               else if (key.u.ngg)
-                       stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS);
-               else
-                       stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
-       } else if (key.u.gs) {
-               stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
-                         S_028B54_GS_EN(1);
-       } else if (key.u.ngg) {
-               stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL);
-       }
-
-       if (key.u.ngg) {
-               stages |= S_028B54_PRIMGEN_EN(1) |
-                         S_028B54_GS_FAST_LAUNCH(key.u.ngg_gs_fast_launch) |
-                         S_028B54_NGG_WAVE_ID_EN(key.u.streamout) |
-                         S_028B54_PRIMGEN_PASSTHRU_EN(key.u.ngg_passthrough);
-       } else if (key.u.gs)
-               stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
-
-       if (screen->info.chip_class >= GFX9)
-               stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
-
-       if (screen->info.chip_class >= GFX10 && screen->ge_wave_size == 32) {
-               stages |= S_028B54_HS_W32_EN(1) |
-                         S_028B54_GS_W32_EN(key.u.ngg) | /* legacy GS only supports Wave64 */
-                         S_028B54_VS_W32_EN(1);
-       }
-
-       si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
-       return pm4;
+   struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
+   uint32_t stages = 0;
+
+   if (key.u.tess) {
+      stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) | S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
+
+      if (key.u.gs)
+         stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) | S_028B54_GS_EN(1);
+      else if (key.u.ngg)
+         stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS);
+      else
+         stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
+   } else if (key.u.gs) {
+      stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) | S_028B54_GS_EN(1);
+   } else if (key.u.ngg) {
+      stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL);
+   }
+
+   if (key.u.ngg) {
+      stages |= S_028B54_PRIMGEN_EN(1) | S_028B54_GS_FAST_LAUNCH(key.u.ngg_gs_fast_launch) |
+                S_028B54_NGG_WAVE_ID_EN(key.u.streamout) |
+                S_028B54_PRIMGEN_PASSTHRU_EN(key.u.ngg_passthrough);
+   } else if (key.u.gs)
+      stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
+
+   if (screen->info.chip_class >= GFX9)
+      stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
+
+   if (screen->info.chip_class >= GFX10 &&
+       /* GS fast launch hangs with Wave64, so always use Wave32. */
+       (screen->ge_wave_size == 32 || (key.u.ngg && key.u.ngg_gs_fast_launch))) {
+      stages |= S_028B54_HS_W32_EN(1) |
+                S_028B54_GS_W32_EN(key.u.ngg) | /* legacy GS only supports Wave64 */
+                S_028B54_VS_W32_EN(1);
+   }
+
+   si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
+   return pm4;
 }
 
-static void si_update_vgt_shader_config(struct si_context *sctx,
-                                       union si_vgt_stages_key key)
+static void si_update_vgt_shader_config(struct si_context *sctx, union si_vgt_stages_key key)
 {
-       struct si_pm4_state **pm4 = &sctx->vgt_shader_config[key.index];
+   struct si_pm4_state **pm4 = &sctx->vgt_shader_config[key.index];
 
-       if (unlikely(!*pm4))
-               *pm4 = si_build_vgt_shader_config(sctx->screen, key);
-       si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
+   if (unlikely(!*pm4))
+      *pm4 = si_build_vgt_shader_config(sctx->screen, key);
+   si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
 }
 
 bool si_update_shaders(struct si_context *sctx)
 {
-       struct pipe_context *ctx = (struct pipe_context*)sctx;
-       struct si_compiler_ctx_state compiler_state;
-       struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
-       struct si_shader *old_vs = si_get_vs_state(sctx);
-       bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
-       struct si_shader *old_ps = sctx->ps_shader.current;
-       union si_vgt_stages_key key;
-       unsigned old_spi_shader_col_format =
-               old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
-       int r;
-
-       if (!sctx->compiler.passes)
-               si_init_compiler(sctx->screen, &sctx->compiler);
-
-       compiler_state.compiler = &sctx->compiler;
-       compiler_state.debug = sctx->debug;
-       compiler_state.is_debug_context = sctx->is_debug;
-
-       key.index = 0;
-
-       if (sctx->tes_shader.cso)
-               key.u.tess = 1;
-       if (sctx->gs_shader.cso)
-               key.u.gs = 1;
-
-       if (sctx->ngg) {
-               key.u.ngg = 1;
-               key.u.streamout = !!si_get_vs(sctx)->cso->so.num_outputs;
-       }
-
-       /* Update TCS and TES. */
-       if (sctx->tes_shader.cso) {
-               if (!sctx->tess_rings) {
-                       si_init_tess_factor_ring(sctx);
-                       if (!sctx->tess_rings)
-                               return false;
-               }
-
-               if (sctx->tcs_shader.cso) {
-                       r = si_shader_select(ctx, &sctx->tcs_shader, key,
-                                            &compiler_state);
-                       if (r)
-                               return false;
-                       si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
-               } else {
-                       if (!sctx->fixed_func_tcs_shader.cso) {
-                               sctx->fixed_func_tcs_shader.cso =
-                                       si_create_fixed_func_tcs(sctx);
-                               if (!sctx->fixed_func_tcs_shader.cso)
-                                       return false;
-                       }
-
-                       r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader,
-                                            key, &compiler_state);
-                       if (r)
-                               return false;
-                       si_pm4_bind_state(sctx, hs,
-                                         sctx->fixed_func_tcs_shader.current->pm4);
-               }
-
-               if (!sctx->gs_shader.cso || sctx->chip_class <= GFX8) {
-                       r = si_shader_select(ctx, &sctx->tes_shader, key, &compiler_state);
-                       if (r)
-                               return false;
-
-                       if (sctx->gs_shader.cso) {
-                               /* TES as ES */
-                               assert(sctx->chip_class <= GFX8);
-                               si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
-                       } else if (key.u.ngg) {
-                               si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
-                       } else {
-                               si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
-                       }
-               }
-       } else {
-               if (sctx->chip_class <= GFX8)
-                       si_pm4_bind_state(sctx, ls, NULL);
-               si_pm4_bind_state(sctx, hs, NULL);
-       }
-
-       /* Update GS. */
-       if (sctx->gs_shader.cso) {
-               r = si_shader_select(ctx, &sctx->gs_shader, key, &compiler_state);
-               if (r)
-                       return false;
-               si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
-               if (!key.u.ngg) {
-                       si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
-
-                       if (!si_update_gs_ring_buffers(sctx))
-                               return false;
-               } else {
-                       si_pm4_bind_state(sctx, vs, NULL);
-               }
-       } else {
-               if (!key.u.ngg) {
-                       si_pm4_bind_state(sctx, gs, NULL);
-                       if (sctx->chip_class <= GFX8)
-                               si_pm4_bind_state(sctx, es, NULL);
-               }
-       }
-
-       /* Update VS. */
-       if ((!key.u.tess && !key.u.gs) || sctx->chip_class <= GFX8) {
-               r = si_shader_select(ctx, &sctx->vs_shader, key, &compiler_state);
-               if (r)
-                       return false;
-
-               if (!key.u.tess && !key.u.gs) {
-                       if (key.u.ngg) {
-                               si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
-                               si_pm4_bind_state(sctx, vs, NULL);
-                       } else {
-                               si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
-                       }
-               } else if (sctx->tes_shader.cso) {
-                       si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
-               } else {
-                       assert(sctx->gs_shader.cso);
-                       si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
-               }
-       }
-
-       /* This must be done after the shader variant is selected. */
-       if (sctx->ngg) {
-               struct si_shader *vs = si_get_vs(sctx)->current;
-
-               key.u.ngg_passthrough = gfx10_is_ngg_passthrough(vs);
-               key.u.ngg_gs_fast_launch = !!(vs->key.opt.ngg_culling &
-                                             SI_NGG_CULL_GS_FAST_LAUNCH_ALL);
-       }
-
-       si_update_vgt_shader_config(sctx, key);
-
-       if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
-               si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
-
-       if (sctx->ps_shader.cso) {
-               unsigned db_shader_control;
-
-               r = si_shader_select(ctx, &sctx->ps_shader, key, &compiler_state);
-               if (r)
-                       return false;
-               si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
-
-               db_shader_control =
-                       sctx->ps_shader.cso->db_shader_control |
-                       S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
-
-               if (si_pm4_state_changed(sctx, ps) ||
-                   si_pm4_state_changed(sctx, vs) ||
-                   (key.u.ngg && si_pm4_state_changed(sctx, gs)) ||
-                   sctx->sprite_coord_enable != rs->sprite_coord_enable ||
-                   sctx->flatshade != rs->flatshade) {
-                       sctx->sprite_coord_enable = rs->sprite_coord_enable;
-                       sctx->flatshade = rs->flatshade;
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.spi_map);
-               }
-
-               if (sctx->screen->info.rbplus_allowed &&
-                   si_pm4_state_changed(sctx, ps) &&
-                   (!old_ps ||
-                    old_spi_shader_col_format !=
-                    sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
-
-               if (sctx->ps_db_shader_control != db_shader_control) {
-                       sctx->ps_db_shader_control = db_shader_control;
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
-                       if (sctx->screen->dpbb_allowed)
-                               si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
-               }
-
-               if (sctx->smoothing_enabled != sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
-                       sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
-                       si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
-
-                       if (sctx->chip_class == GFX6)
-                               si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
-
-                       if (sctx->framebuffer.nr_samples <= 1)
-                               si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_sample_locs);
-               }
-       }
-
-       if (si_pm4_state_enabled_and_changed(sctx, ls) ||
-           si_pm4_state_enabled_and_changed(sctx, hs) ||
-           si_pm4_state_enabled_and_changed(sctx, es) ||
-           si_pm4_state_enabled_and_changed(sctx, gs) ||
-           si_pm4_state_enabled_and_changed(sctx, vs) ||
-           si_pm4_state_enabled_and_changed(sctx, ps)) {
-               if (!si_update_spi_tmpring_size(sctx))
-                       return false;
-       }
-
-       if (sctx->chip_class >= GFX7) {
-               if (si_pm4_state_enabled_and_changed(sctx, ls))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
-               else if (!sctx->queued.named.ls)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
-
-               if (si_pm4_state_enabled_and_changed(sctx, hs))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
-               else if (!sctx->queued.named.hs)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
-
-               if (si_pm4_state_enabled_and_changed(sctx, es))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
-               else if (!sctx->queued.named.es)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
-
-               if (si_pm4_state_enabled_and_changed(sctx, gs))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
-               else if (!sctx->queued.named.gs)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
-
-               if (si_pm4_state_enabled_and_changed(sctx, vs))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
-               else if (!sctx->queued.named.vs)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
-
-               if (si_pm4_state_enabled_and_changed(sctx, ps))
-                       sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
-               else if (!sctx->queued.named.ps)
-                       sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
-       }
-
-       sctx->do_update_shaders = false;
-       return true;
+   struct pipe_context *ctx = (struct pipe_context *)sctx;
+   struct si_compiler_ctx_state compiler_state;
+   struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
+   struct si_shader *old_vs = si_get_vs_state(sctx);
+   bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
+   struct si_shader *old_ps = sctx->ps_shader.current;
+   union si_vgt_stages_key key;
+   unsigned old_spi_shader_col_format =
+      old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
+   int r;
+
+   if (!sctx->compiler.passes)
+      si_init_compiler(sctx->screen, &sctx->compiler);
+
+   compiler_state.compiler = &sctx->compiler;
+   compiler_state.debug = sctx->debug;
+   compiler_state.is_debug_context = sctx->is_debug;
+
+   key.index = 0;
+
+   if (sctx->tes_shader.cso)
+      key.u.tess = 1;
+   if (sctx->gs_shader.cso)
+      key.u.gs = 1;
+
+   if (sctx->ngg) {
+      key.u.ngg = 1;
+      key.u.streamout = !!si_get_vs(sctx)->cso->so.num_outputs;
+   }
+
+   /* Update TCS and TES. */
+   if (sctx->tes_shader.cso) {
+      if (!sctx->tess_rings) {
+         si_init_tess_factor_ring(sctx);
+         if (!sctx->tess_rings)
+            return false;
+      }
+
+      if (sctx->tcs_shader.cso) {
+         r = si_shader_select(ctx, &sctx->tcs_shader, key, &compiler_state);
+         if (r)
+            return false;
+         si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
+      } else {
+         if (!sctx->fixed_func_tcs_shader.cso) {
+            sctx->fixed_func_tcs_shader.cso = si_create_fixed_func_tcs(sctx);
+            if (!sctx->fixed_func_tcs_shader.cso)
+               return false;
+         }
+
+         r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader, key, &compiler_state);
+         if (r)
+            return false;
+         si_pm4_bind_state(sctx, hs, sctx->fixed_func_tcs_shader.current->pm4);
+      }
+
+      if (!sctx->gs_shader.cso || sctx->chip_class <= GFX8) {
+         r = si_shader_select(ctx, &sctx->tes_shader, key, &compiler_state);
+         if (r)
+            return false;
+
+         if (sctx->gs_shader.cso) {
+            /* TES as ES */
+            assert(sctx->chip_class <= GFX8);
+            si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+         } else if (key.u.ngg) {
+            si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
+         } else {
+            si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+         }
+      }
+   } else {
+      if (sctx->chip_class <= GFX8)
+         si_pm4_bind_state(sctx, ls, NULL);
+      si_pm4_bind_state(sctx, hs, NULL);
+   }
+
+   /* Update GS. */
+   if (sctx->gs_shader.cso) {
+      r = si_shader_select(ctx, &sctx->gs_shader, key, &compiler_state);
+      if (r)
+         return false;
+      si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+      if (!key.u.ngg) {
+         si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
+
+         if (!si_update_gs_ring_buffers(sctx))
+            return false;
+      } else {
+         si_pm4_bind_state(sctx, vs, NULL);
+      }
+   } else {
+      if (!key.u.ngg) {
+         si_pm4_bind_state(sctx, gs, NULL);
+         if (sctx->chip_class <= GFX8)
+            si_pm4_bind_state(sctx, es, NULL);
+      }
+   }
+
+   /* Update VS. */
+   if ((!key.u.tess && !key.u.gs) || sctx->chip_class <= GFX8) {
+      r = si_shader_select(ctx, &sctx->vs_shader, key, &compiler_state);
+      if (r)
+         return false;
+
+      if (!key.u.tess && !key.u.gs) {
+         if (key.u.ngg) {
+            si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
+            si_pm4_bind_state(sctx, vs, NULL);
+         } else {
+            si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+         }
+      } else if (sctx->tes_shader.cso) {
+         si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+      } else {
+         assert(sctx->gs_shader.cso);
+         si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+      }
+   }
+
+   /* This must be done after the shader variant is selected. */
+   if (sctx->ngg) {
+      struct si_shader *vs = si_get_vs(sctx)->current;
+
+      key.u.ngg_passthrough = gfx10_is_ngg_passthrough(vs);
+      key.u.ngg_gs_fast_launch = !!(vs->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL);
+   }
+
+   si_update_vgt_shader_config(sctx, key);
+
+   if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
+      si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
+
+   if (sctx->ps_shader.cso) {
+      unsigned db_shader_control;
+
+      r = si_shader_select(ctx, &sctx->ps_shader, key, &compiler_state);
+      if (r)
+         return false;
+      si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+      db_shader_control = sctx->ps_shader.cso->db_shader_control |
+                          S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
+
+      if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
+          (key.u.ngg && si_pm4_state_changed(sctx, gs)) ||
+          sctx->sprite_coord_enable != rs->sprite_coord_enable ||
+          sctx->flatshade != rs->flatshade) {
+         sctx->sprite_coord_enable = rs->sprite_coord_enable;
+         sctx->flatshade = rs->flatshade;
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.spi_map);
+      }
+
+      if (sctx->screen->info.rbplus_allowed && si_pm4_state_changed(sctx, ps) &&
+          (!old_ps || old_spi_shader_col_format !=
+                         sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
+
+      if (sctx->ps_db_shader_control != db_shader_control) {
+         sctx->ps_db_shader_control = db_shader_control;
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
+         if (sctx->screen->dpbb_allowed)
+            si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
+      }
+
+      if (sctx->smoothing_enabled !=
+          sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
+         sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
+         si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
+
+         if (sctx->chip_class == GFX6)
+            si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
+
+         if (sctx->framebuffer.nr_samples <= 1)
+            si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_sample_locs);
+      }
+   }
+
+   if (si_pm4_state_enabled_and_changed(sctx, ls) || si_pm4_state_enabled_and_changed(sctx, hs) ||
+       si_pm4_state_enabled_and_changed(sctx, es) || si_pm4_state_enabled_and_changed(sctx, gs) ||
+       si_pm4_state_enabled_and_changed(sctx, vs) || si_pm4_state_enabled_and_changed(sctx, ps)) {
+      if (!si_update_spi_tmpring_size(sctx))
+         return false;
+   }
+
+   if (sctx->chip_class >= GFX7) {
+      if (si_pm4_state_enabled_and_changed(sctx, ls))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
+      else if (!sctx->queued.named.ls)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
+
+      if (si_pm4_state_enabled_and_changed(sctx, hs))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
+      else if (!sctx->queued.named.hs)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
+
+      if (si_pm4_state_enabled_and_changed(sctx, es))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
+      else if (!sctx->queued.named.es)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
+
+      if (si_pm4_state_enabled_and_changed(sctx, gs))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
+      else if (!sctx->queued.named.gs)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
+
+      if (si_pm4_state_enabled_and_changed(sctx, vs))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
+      else if (!sctx->queued.named.vs)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
+
+      if (si_pm4_state_enabled_and_changed(sctx, ps))
+         sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
+      else if (!sctx->queued.named.ps)
+         sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
+   }
+
+   sctx->do_update_shaders = false;
+   return true;
 }
 
 static void si_emit_scratch_state(struct si_context *sctx)
 {
-       struct radeon_cmdbuf *cs = sctx->gfx_cs;
+   struct radeon_cmdbuf *cs = sctx->gfx_cs;
 
-       radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE,
-                              sctx->spi_tmpring_size);
+   radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE, sctx->spi_tmpring_size);
 
-       if (sctx->scratch_buffer) {
-               radeon_add_to_buffer_list(sctx, sctx->gfx_cs,
-                                     sctx->scratch_buffer, RADEON_USAGE_READWRITE,
-                                     RADEON_PRIO_SCRATCH_BUFFER);
-       }
+   if (sctx->scratch_buffer) {
+      radeon_add_to_buffer_list(sctx, sctx->gfx_cs, sctx->scratch_buffer, RADEON_USAGE_READWRITE,
+                                RADEON_PRIO_SCRATCH_BUFFER);
+   }
 }
 
 void si_init_screen_live_shader_cache(struct si_screen *sscreen)
 {
-       util_live_shader_cache_init(&sscreen->live_shader_cache,
-                                   si_create_shader_selector,
-                                   si_destroy_shader_selector);
+   util_live_shader_cache_init(&sscreen->live_shader_cache, si_create_shader_selector,
+                               si_destroy_shader_selector);
 }
 
 void si_init_shader_functions(struct si_context *sctx)
 {
-       sctx->atoms.s.spi_map.emit = si_emit_spi_map;
-       sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
-
-       sctx->b.create_vs_state = si_create_shader;
-       sctx->b.create_tcs_state = si_create_shader;
-       sctx->b.create_tes_state = si_create_shader;
-       sctx->b.create_gs_state = si_create_shader;
-       sctx->b.create_fs_state = si_create_shader;
-
-       sctx->b.bind_vs_state = si_bind_vs_shader;
-       sctx->b.bind_tcs_state = si_bind_tcs_shader;
-       sctx->b.bind_tes_state = si_bind_tes_shader;
-       sctx->b.bind_gs_state = si_bind_gs_shader;
-       sctx->b.bind_fs_state = si_bind_ps_shader;
-
-       sctx->b.delete_vs_state = si_delete_shader_selector;
-       sctx->b.delete_tcs_state = si_delete_shader_selector;
-       sctx->b.delete_tes_state = si_delete_shader_selector;
-       sctx->b.delete_gs_state = si_delete_shader_selector;
-       sctx->b.delete_fs_state = si_delete_shader_selector;
+   sctx->atoms.s.spi_map.emit = si_emit_spi_map;
+   sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
+
+   sctx->b.create_vs_state = si_create_shader;
+   sctx->b.create_tcs_state = si_create_shader;
+   sctx->b.create_tes_state = si_create_shader;
+   sctx->b.create_gs_state = si_create_shader;
+   sctx->b.create_fs_state = si_create_shader;
+
+   sctx->b.bind_vs_state = si_bind_vs_shader;
+   sctx->b.bind_tcs_state = si_bind_tcs_shader;
+   sctx->b.bind_tes_state = si_bind_tes_shader;
+   sctx->b.bind_gs_state = si_bind_gs_shader;
+   sctx->b.bind_fs_state = si_bind_ps_shader;
+
+   sctx->b.delete_vs_state = si_delete_shader_selector;
+   sctx->b.delete_tcs_state = si_delete_shader_selector;
+   sctx->b.delete_tes_state = si_delete_shader_selector;
+   sctx->b.delete_gs_state = si_delete_shader_selector;
+   sctx->b.delete_fs_state = si_delete_shader_selector;
 }