#define ST_NEW_FRAGMENT_PROGRAM (1 << 1)
#define ST_NEW_VERTEX_PROGRAM (1 << 2)
#define ST_NEW_FRAMEBUFFER (1 << 3)
-#define ST_NEW_EDGEFLAGS_DATA (1 << 4)
+/* gap, re-use it */
#define ST_NEW_GEOMETRY_PROGRAM (1 << 5)
#define ST_NEW_VERTEX_ARRAYS (1 << 6)
#define ST_NEW_RASTERIZER (1 << 7)
GLboolean missing_textures;
GLboolean vertdata_edgeflags;
+ GLboolean edgeflag_culls_prims;
/** Mapping from VARYING_SLOT_x to post-transformed vertex slot */
const GLuint *vertex_result_to_slot;
void *passthrough_fs; /**< simple pass-through frag shader */
enum pipe_texture_target internal_target;
- struct gen_mipmap_state *gen_mipmap;
struct cso_context *cso_context;