/* Populate the key:
*/
/* BRW_NEW_REDUCED_PRIMITIVE */
- key.primitive = brw->intel.reduced_primitive;
+ key.primitive = brw->reduced_primitive;
/* BRW_NEW_VUE_MAP_GEOM_OUT */
key.attrs = brw->vue_map_geom_out.slots_valid;
/* _NEW_LIGHT */
GLuint primitive; /**< Hardware primitive, such as _3DPRIM_TRILIST. */
+ GLenum reduced_primitive;
+
bool emit_state_always;
bool has_surface_tile_offset;
bool has_compr4;
brw->primitive = hw_prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
- if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
- brw->intel.reduced_primitive = reduced_prim[prim->mode];
+ if (reduced_prim[prim->mode] != brw->reduced_primitive) {
+ brw->reduced_primitive = reduced_prim[prim->mode];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
key.attrs = brw->vue_map_geom_out.slots_valid;
/* BRW_NEW_REDUCED_PRIMITIVE */
- switch (brw->intel.reduced_primitive) {
+ switch (brw->reduced_primitive) {
case GL_TRIANGLES:
/* NOTE: We just use the edgeflag attribute as an indicator that
* unfilled triangles are active. We don't actually do the
/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
if (ctx->Line.SmoothFlag) {
- if (brw->intel.reduced_primitive == GL_LINES) {
+ if (brw->reduced_primitive == GL_LINES) {
line_aa = AA_ALWAYS;
}
- else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
+ else if (brw->reduced_primitive == GL_TRIANGLES) {
if (ctx->Polygon.FrontMode == GL_LINE) {
line_aa = AA_SOMETIMES;
bool always_flush_cache;
bool disable_throttling;
- GLenum reduced_primitive;
-
int driFd;
__DRIcontext *driContext;