context_dirty(ctx, VIEWPORT);
}
+static void
+nouveau_read_buffer(struct gl_context *ctx, GLenum buffer)
+{
+ nouveau_validate_framebuffer(ctx);
+}
+
static void
nouveau_draw_buffers(struct gl_context *ctx, GLsizei n, const GLenum *buffers)
{
context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
+ if (new_state & _NEW_TEXTURE) {
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->Texture.Unit[i].Sampler)
+ context_dirty_i(ctx, TEX_OBJ, i);
+ }
+ }
+
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
ctx->Driver.DepthFunc = nouveau_depth_func;
ctx->Driver.DepthMask = nouveau_depth_mask;
ctx->Driver.DepthRange = nouveau_depth_range;
+ ctx->Driver.ReadBuffer = nouveau_read_buffer;
ctx->Driver.DrawBuffers = nouveau_draw_buffers;
ctx->Driver.Enable = nouveau_enable;
ctx->Driver.Fogfv = nouveau_fog;