si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
- if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs))
+ if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
+ sctx->sprite_coord_enable != sctx->queued.named.rasterizer->sprite_coord_enable) {
+ sctx->sprite_coord_enable = sctx->queued.named.rasterizer->sprite_coord_enable;
si_update_spi_map(sctx);
+ }
if (sctx->ps_db_shader_control != sctx->ps_shader->current->db_shader_control) {
sctx->ps_db_shader_control = sctx->ps_shader->current->db_shader_control;