+void gfx10_ngg_build_export_prim(struct si_shader_context *ctx,
+ LLVMValueRef user_edgeflags[3])
+{
+ if (gfx10_is_ngg_passthrough(ctx->shader)) {
+ ac_build_ifcc(&ctx->ac, si_is_gs_thread(ctx), 6001);
+ {
+ struct ac_ngg_prim prim = {};
+
+ prim.passthrough = ac_get_arg(&ctx->ac, ctx->gs_vtx01_offset);
+ ac_build_export_prim(&ctx->ac, &prim);
+ }
+ ac_build_endif(&ctx->ac, 6001);
+ return;
+ }
+
+ ac_build_ifcc(&ctx->ac, si_is_gs_thread(ctx), 6001);
+ {
+ struct ac_ngg_prim prim = {};
+
+ ngg_get_vertices_per_prim(ctx, &prim.num_vertices);
+
+ prim.isnull = ctx->ac.i1false;
+ prim.index[0] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 0, 16);
+ prim.index[1] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 16, 16);
+ prim.index[2] = si_unpack_param(ctx, ctx->gs_vtx23_offset, 0, 16);
+
+ for (unsigned i = 0; i < prim.num_vertices; ++i) {
+ prim.edgeflag[i] = ngg_get_initial_edgeflag(ctx, i);
+
+ if (ctx->shader->selector->info.writes_edgeflag) {
+ LLVMValueRef edge;
+
+ edge = LLVMBuildLoad(ctx->ac.builder, user_edgeflags[i], "");
+ edge = LLVMBuildAnd(ctx->ac.builder, prim.edgeflag[i], edge, "");
+ prim.edgeflag[i] = edge;
+ }
+ }
+
+ ac_build_export_prim(&ctx->ac, &prim);
+ }
+ ac_build_endif(&ctx->ac, 6001);
+}
+