From: Paul Berry <stereotype...@gmail.com>

This will make it easier to extend dirty bit handling to support
compute shaders.

Reviewed-by: Jordan Justen <jordan.l.jus...@intel.com>
---
 src/mesa/drivers/dri/i965/brw_context.h | 6 ++++++
 src/mesa/drivers/dri/i965/brw_vec4_gs.c | 2 +-
 2 files changed, 7 insertions(+), 1 deletion(-)

diff --git a/src/mesa/drivers/dri/i965/brw_context.h 
b/src/mesa/drivers/dri/i965/brw_context.h
index 5ffd960..a44b77f 100644
--- a/src/mesa/drivers/dri/i965/brw_context.h
+++ b/src/mesa/drivers/dri/i965/brw_context.h
@@ -259,6 +259,12 @@ struct brw_state_flags {
    } while (false)
 
 
+/**
+ * Check one of the bits in a field of brw_state_flags.
+ */
+#define CHECK_DIRTY_BIT(FIELD, FLAG) ((brw->state.dirty.FIELD & (FLAG)) != 0)
+
+
 /** Subclass of Mesa vertex program */
 struct brw_vertex_program {
    struct gl_vertex_program program;
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs.c 
b/src/mesa/drivers/dri/i965/brw_vec4_gs.c
index ecab59a..d99502d 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs.c
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs.c
@@ -272,7 +272,7 @@ brw_upload_gs_prog(struct brw_context *brw)
 
    if (gp == NULL) {
       /* No geometry shader.  Vertex data just passes straight through. */
-      if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
+      if (CHECK_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_VS)) {
          brw->vue_map_geom_out = brw->vue_map_vs;
          SET_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_GEOM_OUT);
       }
-- 
2.1.0

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