return;
FLUSH_VERTICES(ctx, _NEW_SCISSOR);
+ ctx->NewDriverState |= ctx->DriverFlags.NewScissorRect;
+
ctx->Scissor.ScissorArray[idx].X = x;
ctx->Scissor.ScissorArray[idx].Y = y;
ctx->Scissor.ScissorArray[idx].Width = width;
st->dirty |= ST_NEW_RASTERIZER;
if (new_state & _NEW_SCISSOR)
- st->dirty |= ST_NEW_RASTERIZER |
- ST_NEW_SCISSOR;
+ st->dirty |= ST_NEW_RASTERIZER;
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
f->NewFramebufferSRGB = ST_NEW_FRAMEBUFFER;
+ f->NewScissorRect = ST_NEW_SCISSOR;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,