if (sscreen->debug_flags & DBG(ALWAYS_NGG_CULLING_ALL))
sel->ngg_cull_vert_threshold = 0; /* always enabled */
- else if (sscreen->options.shader_culling)
+ else if (sscreen->options.shader_culling ||
+ (sscreen->info.chip_class == GFX10_3 &&
+ sscreen->info.has_dedicated_vram))
sel->ngg_cull_vert_threshold = 1500; /* vertex count must be more than this */
} else if (sel->info.stage == MESA_SHADER_TESS_EVAL) {
if (sscreen->debug_flags & DBG(ALWAYS_NGG_CULLING_ALL) ||
- sscreen->debug_flags & DBG(ALWAYS_NGG_CULLING_TESS))
+ sscreen->debug_flags & DBG(ALWAYS_NGG_CULLING_TESS) ||
+ (sscreen->info.chip_class == GFX10_3 &&
+ sscreen->info.has_dedicated_vram))
sel->ngg_cull_vert_threshold = 0; /* always enabled */
}
}