ALWAYS_INLINE static bool
radv_skip_ngg_culling(bool has_tess, const unsigned vtx_cnt,
- bool indirect, unsigned num_viewports)
+ bool indirect)
{
/* If we have to draw only a few vertices, we get better latency if
* we disable NGG culling.
*
* When tessellation is used, what matters is the number of tessellated
* vertices, so let's always assume it's not a small draw.
- *
- * TODO: Figure out how to do culling with multiple viewports efficiently.
*/
- return !has_tess && !indirect && vtx_cnt < 512 && num_viewports == 1;
+ return !has_tess && !indirect && vtx_cnt < 512;
}
ALWAYS_INLINE static uint32_t
* For small draw calls, we disable culling by setting the SGPR to 0.
*/
const bool skip =
- radv_skip_ngg_culling(
- stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect,
- cmd_buffer->state.dynamic.viewport.count);
+ radv_skip_ngg_culling(stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect);
/* See if anything changed. */
if (!dirty && skip == cmd_buffer->state.last_nggc_skip)