context_dirty(ctx, VIEWPORT);
}
+static void
+nouveau_read_buffer(struct gl_context *ctx, GLenum buffer)
+{
+ nouveau_validate_framebuffer(ctx);
+}
+
static void
nouveau_draw_buffers(struct gl_context *ctx, GLsizei n, const GLenum *buffers)
{
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.Fogfv = nouveau_fog;