stages[MESA_SHADER_TESS_EVAL].info.is_ngg = false;
}
- if (stages[MESA_SHADER_GEOMETRY].nir &&
- stages[MESA_SHADER_GEOMETRY].nir->info.gs.vertices_out >= 9) {
- /* GS has suboptimal number of output vertices. In this case,
- * the occupancy of NGG GS is very low, and API GS invocations
- * can't even occupy a single Wave32 wave.
- * Therefore the legacy pipeline performs better here.
- */
- if (stages[MESA_SHADER_TESS_EVAL].nir)
- stages[MESA_SHADER_TESS_EVAL].info.is_ngg = false;
- else
- stages[MESA_SHADER_VERTEX].info.is_ngg = false;
- }
-
gl_shader_stage last_xfb_stage = MESA_SHADER_VERTEX;
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {