Searched refs:gfx10_is_ngg_passthrough (Results 1 – 3 of 3) sorted by relevance
1007 bool gfx10_is_ngg_passthrough(struct si_shader *shader);
1163 bool gfx10_is_ngg_passthrough(struct si_shader *shader) in gfx10_is_ngg_passthrough() function1403 (gfx10_edgeflags_have_effect(shader) && !gfx10_is_ngg_passthrough(shader))) in gfx10_shader_ngg()1408 else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader)) in gfx10_shader_ngg()1561 shader->ctx_reg.ngg.vgt_stages.u.ngg_passthrough = gfx10_is_ngg_passthrough(shader); in gfx10_shader_ngg()
139 if (gfx10_is_ngg_passthrough(ctx->shader) && in gfx10_ngg_build_sendmsg_gs_alloc_req()152 if (gfx10_is_ngg_passthrough(ctx->shader) || ctx->shader->key.ge.opt.ngg_culling) { in gfx10_ngg_build_export_prim()1572 if (ctx->shader->key.ge.opt.ngg_culling || gfx10_is_ngg_passthrough(ctx->shader)) { in gfx10_ngg_build_end()