old_key->clamp_fragment_color, key->clamp_fragment_color);
found |= key_debug(intel, "line smoothing",
old_key->line_aa, key->line_aa);
- found |= key_debug(intel, "proj_attrib_mask",
- old_key->proj_attrib_mask, key->proj_attrib_mask);
found |= key_debug(intel, "renderbuffer height",
old_key->drawable_height, key->drawable_height);
found |= key_debug(intel, "input slots valid",
if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
- /* _NEW_STENCIL */
+ /* _NEW_STENCIL | _NEW_BUFFERS */
if (ctx->Stencil._Enabled) {
lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
if (intel->gen < 6)
key->stats_wm = brw->intel.stats_wm;
- /* BRW_NEW_WM_INPUT_DIMENSIONS */
- /* Only set this for fixed function. The optimization it enables isn't
- * useful for programs using shaders.
- */
- if (ctx->Shader.CurrentFragmentProgram)
- key->proj_attrib_mask = ~(GLbitfield64) 0;
- else {
- /* Bit VARYING_BIT_POS of key.proj_attrib_mask is never used, so to
- * avoid unnecessary recompiles, always set it to 1.
- */
- key->proj_attrib_mask = brw->wm.input_size_masks[4-1] | VARYING_BIT_POS;
- }
-
/* _NEW_LIGHT */
key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
_NEW_TEXTURE |
_NEW_MULTISAMPLE),
.brw = (BRW_NEW_FRAGMENT_PROGRAM |
- BRW_NEW_WM_INPUT_DIMENSIONS |
BRW_NEW_REDUCED_PRIMITIVE |
- BRW_NEW_VUE_MAP_GEOM_OUT)
+ BRW_NEW_VUE_MAP_GEOM_OUT |
+ BRW_NEW_STATS_WM)
},
.emit = brw_upload_wm_prog
};