{
i830ContextPtr i830 = I830_CONTEXT(intel);
struct i830_hw_state *state = i830->current;
- BATCH_LOCALS;
int i;
- GLuint dirty = state->active & ~state->emitted;
+ GLuint dirty;
+ BATCH_LOCALS;
+
+ dirty = state->active & ~state->emitted;
if (dirty & I830_UPLOAD_CTX) {
if (VERBOSE) fprintf(stderr, "I830_UPLOAD_CTX:\n");
{
i915ContextPtr i915 = I915_CONTEXT(intel);
struct i915_hw_state *state = i915->current;
- BATCH_LOCALS;
int i;
GLuint dirty;
+ BATCH_LOCALS;
/* More to workaround the multitex hang - if one texture unit state
* is modified, emit all texture units.