/* BRW_NEW_VERTEX_PROGRAM */
const struct brw_vertex_program *vp =
brw_vertex_program_const(brw->vertex_program);
+ /* BRW_NEW_FRAGMENT_PROGRAM */
+ struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram;
/* BRW_NEW_INPUT_DIMENSIONS */
struct tracker t;
GLuint insn;
GLuint i;
+ /* If we're going to go through brw_fs.cpp, we don't end up using
+ * brw->wm.input_size_masks.
+ */
+ if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
+ return;
+
memset(&t, 0, sizeof(t));
/* _NEW_LIGHT */
const struct brw_tracked_state brw_wm_input_sizes = {
.dirty = {
.mesa = _NEW_LIGHT,
- .brw = BRW_NEW_VERTEX_PROGRAM | BRW_NEW_INPUT_DIMENSIONS,
+ .brw = (BRW_NEW_FRAGMENT_PROGRAM |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_INPUT_DIMENSIONS),
.cache = 0
},
.prepare = calc_wm_input_sizes