Searched refs:gfx10_is_ngg_passthrough (Results 1 – 4 of 4) sorted by relevance
878 static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader) in gfx10_is_ngg_passthrough() function
1132 (gs_stage == MESA_SHADER_VERTEX && !gfx10_is_ngg_passthrough(shader))) in gfx10_shader_ngg()1137 else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader)) in gfx10_shader_ngg()4018 key.u.ngg_passthrough = gfx10_is_ngg_passthrough(vs); in si_update_shaders()
143 if (gfx10_is_ngg_passthrough(ctx->shader) || ctx->shader->key.opt.ngg_culling) { in gfx10_ngg_build_export_prim()
1414 if (!gfx10_is_ngg_passthrough(shader)) in si_build_main_function()