struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &brw->intel.ctx;
+ /* _NEW_POLYGON */
if (!ctx->Polygon.StippleFlag)
return;
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_POLY_STIPPLE_OFFSET << 16 | (2-2));
- /* If we're drawing to a system window (ctx->DrawBuffer->Name == 0),
+ /* _NEW_BUFFERS
+ *
+ * If we're drawing to a system window (ctx->DrawBuffer->Name == 0),
* we have to invert the Y axis in order to match the OpenGL
* pixel coordinate system, and our offset must be matched
* to the window position. If we're drawing to a FBO
CACHED_BATCH();
}
-#define _NEW_WINDOW_POS 0x40000000
-
const struct brw_tracked_state brw_polygon_stipple_offset = {
.dirty = {
- .mesa = _NEW_WINDOW_POS | _NEW_POLYGONSTIPPLE,
+ .mesa = (_NEW_BUFFERS |
+ _NEW_POLYGON),
.brw = BRW_NEW_CONTEXT,
.cache = 0
},