This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
} while (false)
+/**
+ * Check one of the bits in a field of brw_state_flags.
+ */
+#define CHECK_DIRTY_BIT(FIELD, FLAG) ((brw->state.dirty.FIELD & (FLAG)) != 0)
+
+
/** Subclass of Mesa vertex program */
struct brw_vertex_program {
struct gl_vertex_program program;
if (gp == NULL) {
/* No geometry shader. Vertex data just passes straight through. */
- if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
+ if (CHECK_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_VS)) {
brw->vue_map_geom_out = brw->vue_map_vs;
SET_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_GEOM_OUT);
}