key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
}
- if (prog->Name != 0)
- 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 |= VARYING_BIT_POS;
- }
-
if (intel->gen < 6)
key.input_slots_valid |= BITFIELD64_BIT(VARYING_SLOT_POS);
if (!(fp->Base.InputsRead & BITFIELD64_BIT(i)))
continue;
- if (prog->Name == 0)
- key.proj_attrib_mask |= BITFIELD64_BIT(i);
-
if (intel->gen < 6) {
if (_mesa_varying_slot_in_fs((gl_varying_slot) i))
key.input_slots_valid |= BITFIELD64_BIT(i);
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 (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);
GLuint clamp_fragment_color:1;
GLuint line_aa:2;
- GLbitfield64 proj_attrib_mask; /**< one bit per fragment program attribute */
-
GLushort drawable_height;
GLbitfield64 input_slots_valid;
GLuint program_string_id:32;