/* We've smashed all state compared to what the normal 3D pipeline
* rendering tracks for GL.
*/
- // XXX: skip some if (!(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL))
- ice->state.dirty |= ~(IRIS_DIRTY_POLYGON_STIPPLE |
+
+ uint64_t skip_bits = (IRIS_DIRTY_POLYGON_STIPPLE |
IRIS_DIRTY_SO_BUFFERS |
IRIS_DIRTY_SO_DECL_LIST |
- IRIS_DIRTY_LINE_STIPPLE);
+ IRIS_DIRTY_LINE_STIPPLE |
+ IRIS_ALL_DIRTY_FOR_COMPUTE |
+ IRIS_DIRTY_SCISSOR_RECT |
+ IRIS_DIRTY_UNCOMPILED_VS |
+ IRIS_DIRTY_UNCOMPILED_TCS |
+ IRIS_DIRTY_UNCOMPILED_TES |
+ IRIS_DIRTY_UNCOMPILED_GS |
+ IRIS_DIRTY_UNCOMPILED_FS |
+ IRIS_DIRTY_VF |
+ IRIS_DIRTY_SF_CL_VIEWPORT |
+ IRIS_DIRTY_SAMPLER_STATES_VS |
+ IRIS_DIRTY_SAMPLER_STATES_TCS |
+ IRIS_DIRTY_SAMPLER_STATES_TES |
+ IRIS_DIRTY_SAMPLER_STATES_GS);
+
+ /* we can skip flagging IRIS_DIRTY_DEPTH_BUFFER, if
+ * BLORP_BATCH_NO_EMIT_DEPTH_STENCIL is set.
+ */
+ if (blorp_batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL)
+ skip_bits |= IRIS_DIRTY_DEPTH_BUFFER;
+
+ if (!params->wm_prog_data)
+ skip_bits |= IRIS_DIRTY_BLEND_STATE | IRIS_DIRTY_PS_BLEND;
+
+ ice->state.dirty |= ~skip_bits;
if (params->dst.enabled) {
iris_render_cache_add_bo(batch, params->dst.addr.buffer,