Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
but we're not sure how it's actually done for vertex order,
that affect provoking vertex decision. Always use last vertex
convention for quad primitive which works as expected for now. */
- if (intel->gen == 6)
+ if (intel->gen >= 6)
ctx->Const.QuadsFollowProvokingVertexConvention = GL_FALSE;
if (intel->is_g4x || intel->gen >= 5) {
/* Gen6: VF has already converted into polygon, and LINELOOP is
* converted to LINESTRIP at the beginning of the 3D pipeline.
*/
- if (intel->gen == 6)
+ if (intel->gen >= 6)
return;
memset(&c, 0, sizeof(c));
key->pv_first = GL_TRUE;
}
- key->need_gs_prog = (intel->gen == 6)
+ key->need_gs_prog = (intel->gen >= 6)
? 0
: (brw->primitive == GL_QUADS ||
brw->primitive == GL_QUAD_STRIP ||