context_dirty(ctx, VIEWPORT);
}
-static void
-nouveau_draw_buffer(GLcontext *ctx, GLenum buffer)
-{
- context_dirty(ctx, FRAMEBUFFER);
-}
-
static void
nouveau_draw_buffers(GLcontext *ctx, GLsizei n, const GLenum *buffers)
{
+ nouveau_validate_framebuffer(ctx);
context_dirty(ctx, FRAMEBUFFER);
}
break;
case GL_COLOR_SUM_EXT:
context_dirty(ctx, FRAG);
+ context_dirty(ctx, LIGHT_MODEL);
break;
case GL_CULL_FACE:
context_dirty(ctx, CULL_FACE);
case GL_LIGHTING:
context_dirty(ctx, FRAG);
context_dirty(ctx, MODELVIEW);
+ context_dirty(ctx, LIGHT_MODEL);
context_dirty(ctx, LIGHT_ENABLE);
for (i = 0; i < MAX_LIGHTS; i++) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
+ case GL_TEXTURE_RECTANGLE:
context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_Q:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
}
}
context_dirty(ctx, FOG);
}
-static void
-nouveau_index_mask(GLcontext *ctx, GLuint mask)
-{
- context_dirty(ctx, INDEX_MASK);
-}
-
static void
nouveau_light(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params)
{
nouveau_tex_gen(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params)
{
- context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
+ default:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ break;
+ }
}
static void
}
BITSET_ZERO(nctx->dirty);
-
- nouveau_bo_state_emit(ctx);
}
static void
nouveau_update_state(GLcontext *ctx, GLbitfield new_state)
{
+ int i;
+
if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
context_dirty(ctx, PROJECTION);
if (new_state & _NEW_MODELVIEW)
context_dirty(ctx, MODELVIEW);
+ if (new_state & _NEW_TEXTURE_MATRIX) {
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
+ context_dirty_i(ctx, TEX_MAT, i);
+ }
+
if (new_state & _NEW_CURRENT_ATTRIB &&
new_state & _NEW_LIGHT) {
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
ctx->Driver.DepthFunc = nouveau_depth_func;
ctx->Driver.DepthMask = nouveau_depth_mask;
ctx->Driver.DepthRange = nouveau_depth_range;
- ctx->Driver.DrawBuffer = nouveau_draw_buffer;
ctx->Driver.DrawBuffers = nouveau_draw_buffers;
ctx->Driver.Enable = nouveau_enable;
ctx->Driver.Fogfv = nouveau_fog;
- ctx->Driver.IndexMask = nouveau_index_mask;
ctx->Driver.Lightfv = nouveau_light;
ctx->Driver.LightModelfv = nouveau_light_model;
ctx->Driver.LineStipple = nouveau_line_stipple;