(!next || next->stage == PIPE_SHADER_FRAGMENT))) {
key->last_vertex_processing_stage = 1;
key->invert_depth = sel_ctx->ctx->reverse_depth_range;
- if (sel_ctx->ctx->pstipple.enabled)
+ if (sel_ctx->ctx->pstipple.enabled &&
+ sel_ctx->ctx->gfx_pipeline_state.rast->base.poly_stipple_enable)
key->next_varying_inputs |= VARYING_BIT_POS;
}
key->fs.missing_dual_src_outputs = sel_ctx->missing_dual_src_outputs;
key->fs.frag_result_color_lowering = sel_ctx->frag_result_color_lowering;
key->fs.manual_depth_range = sel_ctx->manual_depth_range;
- key->fs.polygon_stipple = sel_ctx->ctx->pstipple.enabled;
+ key->fs.polygon_stipple = sel_ctx->ctx->pstipple.enabled &&
+ sel_ctx->ctx->gfx_pipeline_state.rast->base.poly_stipple_enable;
key->fs.multisample_disabled = sel_ctx->ctx->gfx_pipeline_state.rast &&
!sel_ctx->ctx->gfx_pipeline_state.rast->desc.MultisampleEnable;
if (sel_ctx->ctx->gfx_pipeline_state.blend &&
ctx->initial_api_prim = saved_mode;
}
- if (ctx->pstipple.enabled)
+ if (ctx->pstipple.enabled && ctx->gfx_pipeline_state.rast->base.poly_stipple_enable)
ctx->shader_dirty[PIPE_SHADER_FRAGMENT] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS |
D3D12_SHADER_DIRTY_SAMPLERS;