* face orientation, just as we invert the viewport in
* sf_unit_create_from_key().
*/
- key.frontface_ccw = ctx->Polygon._FrontBit == render_to_fbo;
+ key.frontface_ccw = brw->polygon_front_bit == render_to_fbo;
}
if (!brw_search_cache(&brw->cache, BRW_CACHE_SF_PROG,