context_dirty(ctx, DEPTH);
}
-static void
-nouveau_depth_range(struct gl_context *ctx, GLclampd nearval, GLclampd farval)
-{
- context_dirty(ctx, VIEWPORT);
-}
-
static void
nouveau_read_buffer(struct gl_context *ctx, GLenum buffer)
{
}
}
-static void
-nouveau_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
-{
- context_dirty(ctx, VIEWPORT);
-}
-
void
nouveau_emit_nothing(struct gl_context *ctx, int emit)
{
context_dirty_i(ctx, TEX_MAT, i);
}
+ if (new_state & _NEW_VIEWPORT)
+ context_dirty(ctx, VIEWPORT);
+
if (new_state & _NEW_CURRENT_ATTRIB &&
new_state & _NEW_LIGHT) {
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
ctx->Driver.FrontFace = nouveau_front_face;
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.TexGen = nouveau_tex_gen;
ctx->Driver.TexEnv = nouveau_tex_env;
ctx->Driver.TexParameter = nouveau_tex_parameter;
- ctx->Driver.Viewport = nouveau_viewport;
ctx->Driver.UpdateState = nouveau_update_state;