radv/gfx9: do not load VGPR1 when GS uses points or lines

VGPR1 is only needed for topology that needs 3 offsets like
triangles or quads.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 971d3ab..5d777a0 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -424,8 +424,10 @@
 			gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
 		else if (info->uses_prim_id)
 			gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+		else if (variant->info.gs.vertices_in >= 3)
+			gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
 		else
-			gs_vgpr_comp_cnt = 1; /* TODO: use input_prim */
+			gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
 
 		/* TODO: Figure out how many we actually need. */
 		variant->rsrc1 |= S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);