~0 is 0xFFFFFFFF, which only covers the first 32 bits. We need all 64.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
/* We've smashed all state compared to what the normal 3D pipeline
* rendering tracks for GL.
*/
- brw->state.dirty.brw = ~0;
+ brw->state.dirty.brw = ~0ull;
brw->state.dirty.cache = ~0;
brw->no_depth_or_stencil = false;
brw->ib.type = -1;
* any offsets leftover in brw_context will no longer be valid.
*/
brw->state.dirty.mesa |= ~0;
- brw->state.dirty.brw |= ~0;
+ brw->state.dirty.brw |= ~0ull;
brw->state.dirty.cache |= ~0;
intel_batchbuffer_flush(brw);
}
brw_upload_initial_gpu_state(brw);
brw->state.dirty.mesa = ~0;
- brw->state.dirty.brw = ~0;
+ brw->state.dirty.brw = ~0ull;
/* Make sure that brw->state.dirty.brw has enough bits to hold all possible
* dirty flags.
if (0) {
/* Always re-emit all state. */
state->mesa |= ~0;
- state->brw |= ~0;
+ state->brw |= ~0ull;
state->cache |= ~0;
}