key->uses_kill = fp->UsesKill || ctx->Color.AlphaEnabled;
key->is_glsl = bfp->isGLSL;
- /* temporary sanity check assertion */
- ASSERT(bfp->isGLSL == brw_wm_is_glsl(fp));
+ /* If using the fragment shader backend, the program is always
+ * 8-wide.
+ */
+ if (ctx->Shader.CurrentProgram) {
+ int i;
+
+ for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
+ struct brw_shader *shader =
+ (struct brw_shader *)ctx->Shader.CurrentProgram->_LinkedShaders[i];;
+
+ if (shader->base.Type == GL_FRAGMENT_SHADER &&
+ shader->ir != NULL) {
+ key->is_glsl = GL_TRUE;
+ }
+ }
+ }
/* _NEW_DEPTH */
key->stats_wm = intel->stats_wm;
drm_intel_bo_emit_reloc(bo, offsetof(struct brw_wm_unit_state, thread2),
brw->wm.scratch_bo,
wm.thread2.per_thread_scratch_space,
- 0, 0);
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER);
}
/* Emit sampler state relocation */