/* We've smashed all state compared to what the normal 3D pipeline
* rendering tracks for GL.
*/
- brw->state.dirty.brw = ~0;
- brw->state.dirty.cache = ~0;
+ SET_DIRTY64_ALL(brw);
+ SET_DIRTY_ALL(cache);
brw->no_depth_or_stencil = false;
brw->ib.type = -1;