#include "swrast.h"
#include "s_blend.h"
#include "s_context.h"
-#include "s_depthstencil.h"
#include "s_lines.h"
#include "s_points.h"
#include "s_span.h"
}
-/**
- * Update the depth/stencil renderbuffers, if needed.
- */
-static void
-_swrast_update_depth_stencil(struct gl_context *ctx)
-{
- struct gl_framebuffer *drawFb = ctx->DrawBuffer;
- struct gl_framebuffer *readFb = ctx->ReadBuffer;
-
- _swrast_update_depth_buffer(ctx, drawFb);
- _swrast_update_stencil_buffer(ctx, drawFb);
-
- if (readFb != drawFb) {
- _swrast_update_depth_buffer(ctx, readFb);
- _swrast_update_stencil_buffer(ctx, readFb);
- }
-}
-
-
void
_swrast_validate_derived( struct gl_context *ctx )
{
_NEW_TEXTURE))
_swrast_update_specular_vertex_add(ctx);
- if (swrast->NewState & _NEW_BUFFERS)
- _swrast_update_depth_stencil(ctx);
-
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;