(i == MESA_SHADER_FRAGMENT);
ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
-
- if (intel->gen == 6)
- ctx->ShaderCompilerOptions[i].EmitNoIfs = GL_TRUE;
}
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
ctx->Const.FragmentProgram.MaxEnvParams);
+ /* Gen6 converts quads to polygon in beginning of 3D pipeline,
+ but we're not sure how it's actually done for vertex order,
+ that affect provoking vertex decision. Always use last vertex
+ convention for quad primitive which works as expected for now. */
+ if (intel->gen == 6)
+ ctx->Const.QuadsFollowProvokingVertexConvention = GL_FALSE;
+
if (intel->is_g4x || intel->gen >= 5) {
brw->CMD_VF_STATISTICS = CMD_VF_STATISTICS_GM45;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;