**************************************************************************/
#include "main/imports.h"
+#include "main/accum.h"
#include "main/context.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#include "glapi/glapi.h"
#include "st_context.h"
#include "st_debug.h"
-#include "st_cb_accum.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
{
struct st_context *st = st_context(ctx);
+ /* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
+ if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
+ new_state &= ~_NEW_FRAG_CLAMP;
+ st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+ }
+
+ /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
+ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
+ st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+ }
+
st->dirty.mesa |= new_state;
st->dirty.st |= ST_NEW_MESA;
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
+
+ /* make sure that no VBOs are left mapped when we're drawing. */
+ vbo_always_unmap_buffers(ctx);
+
/* Need these flags:
*/
st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
_mesa_init_shader_object_functions(functions);
_mesa_init_sampler_object_functions(functions);
- st_init_accum_functions(functions);
+ functions->Accum = _mesa_accum;
+
st_init_blit_functions(functions);
st_init_bufferobject_functions(functions);
st_init_clear_functions(functions);