}
static void
-nouveau_polygon_offset(struct gl_context *ctx, GLfloat factor, GLfloat units)
+nouveau_polygon_offset(struct gl_context *ctx, GLfloat factor, GLfloat units, GLfloat clamp)
{
context_dirty(ctx, POLYGON_OFFSET);
}
context_dirty(ctx, RENDER_MODE);
}
-static void
-nouveau_scissor(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
-{
- context_dirty(ctx, SCISSOR);
-}
-
static void
nouveau_shade_model(struct gl_context *ctx, GLenum mode)
{
}
static void
-nouveau_tex_parameter(struct gl_context *ctx, GLenum target,
+nouveau_tex_parameter(struct gl_context *ctx,
struct gl_texture_object *t, GLenum pname,
const GLfloat *params)
{
context_dirty_i(ctx, TEX_MAT, i);
}
+ if (new_state & _NEW_SCISSOR)
+ context_dirty(ctx, SCISSOR);
+
if (new_state & _NEW_VIEWPORT)
context_dirty(ctx, VIEWPORT);
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
+ _vbo_InvalidateState(ctx, new_state);
nouveau_state_emit(ctx);
}
ctx->Driver.PolygonOffset = nouveau_polygon_offset;
ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
ctx->Driver.RenderMode = nouveau_render_mode;
- ctx->Driver.Scissor = nouveau_scissor;
ctx->Driver.ShadeModel = nouveau_shade_model;
ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;