/* as far as we can tell */
key->computes_depth =
(fp->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH)) != 0;
+ /* BRW_NEW_DEPTH_BUFFER
+ * Override for NULL depthbuffer case, required by the Pixel Shader Computed
+ * Depth field.
+ */
+ if (brw->state.depth_region == NULL)
+ key->computes_depth = 0;
/* _NEW_COLOR */
key->uses_kill = fp->UsesKill || ctx->Color.AlphaEnabled;
.brw = (BRW_NEW_FRAGMENT_PROGRAM |
BRW_NEW_CURBE_OFFSETS |
+ BRW_NEW_DEPTH_BUFFER |
BRW_NEW_NR_WM_SURFACES),
.cache = (CACHE_NEW_WM_PROG |