r600_shader_rebuild(ctx, rctx->vs_shader);
if ((rctx->ps_shader->shader.clamp_color != rctx->clamp_fragment_color) ||
- (rctx->ps_shader->shader.fs_write_all &&
+ ((rctx->family >= CHIP_CEDAR) && rctx->ps_shader->shader.fs_write_all &&
(rctx->ps_shader->shader.nr_cbufs != rctx->nr_cbufs)))
r600_shader_rebuild(ctx, rctx->ps_shader);