c.prog_data.urb_read_length = c.nr_attr_regs;
c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
+ c.has_flat_shading = brw_any_flat_varyings(&key->interpolation_mode);
/* Which primitive? Or all three?
*/
if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
key.sprite_origin_lower_left = true;
+ /* BRW_NEW_INTERPOLATION_MAP */
+ key.interpolation_mode = brw->interpolation_mode;
+
/* _NEW_LIGHT | _NEW_PROGRAM */
- key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
ctx->VertexProgram._TwoSideEnabled);
.dirty = {
.mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
_NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM),
- .brw = (BRW_NEW_REDUCED_PRIMITIVE | BRW_NEW_VUE_MAP_GEOM_OUT)
+ .brw = (BRW_NEW_REDUCED_PRIMITIVE |
+ BRW_NEW_VUE_MAP_GEOM_OUT |
+ BRW_NEW_INTERPOLATION_MAP)
},
.emit = brw_upload_sf_prog
};