+
+ /* _NEW_LIGHT */
+ key->pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION);
+ if (key->primitive == GL_QUADS && ctx->Light.ShadeModel != GL_FLAT) {
+ /* Provide consistent primitive order with brw_set_prim's
+ * optimization of single quads to trifans.
+ */
+ key->pv_first = GL_TRUE;
+ }