This makes culling shaders more efficient because they split the
shader in two parts. It is better to optimize before this split
happens.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10525>
nir->info.stage == MESA_SHADER_TESS_EVAL) {
assert(key->vs_common_out.as_ngg);
+ if (consider_culling)
+ radv_optimize_nir_algebraic(nir, false);
+
out_conf =
ac_nir_lower_ngg_nogs(
nir,