GLuint i;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
st->state.fb_orientation = st_fb_orientation(fb);
assert(width > 0);
assert(height > 0);
+ st_invalidate_readpix_cache(st);
+
if (!st->bitmap.cache) {
init_bitmap_state(st);
}
st_flush_bitmap_cache(st);
st_validate_state(st, ST_PIPELINE_RENDER);
+ st_invalidate_readpix_cache(st);
sv = st_create_texture_sampler_view(pipe, stObj->pt);
if (!sv) {
/* Make sure bitmap rendering has landed in the framebuffers */
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
clip.srcX0 = srcX0;
clip.srcY0 = srcY0;
GLuint i;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
/* This makes sure the pipe has the latest scissor, etc values */
st_validate_state( st, ST_PIPELINE_RENDER );
struct pipe_grid_info info = { 0 };
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
if (ctx->NewState)
_mesa_update_state(ctx);
int src_level, dst_level;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
if (src_image) {
struct st_texture_image *src = st_texture_image(src_image);
assert(ctx->NewState == 0x0);
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
st_validate_state(st, ST_PIPELINE_RENDER);
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
st_validate_state(st, ST_PIPELINE_RENDER);
unsigned offset;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
st_validate_state(st, ST_PIPELINE_RENDER);
unsigned dst_level = 0;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
if (stObj->pt == stImage->pt)
dst_level = texImage->TexObject->MinLevel + texImage->Level;
GLint srcY0, srcY1;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
assert(!_mesa_is_format_etc2(texImage->TexFormat) &&
texImage->TexFormat != MESA_FORMAT_ETC1_RGB8);
return;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
u_box_3d(xoffset, yoffset, zoffset + texImage->Face,
width, height, depth, &box);
assert(ctx->NewState == 0x0);
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
/* Validate state. */
if (st->dirty.st || st->dirty.mesa || ctx->NewDriverState) {
assert(draw);
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
st_validate_state(st, ST_PIPELINE_RENDER);
return;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
/* The texture isn't in a "complete" state yet so set the expected
* lastLevel here, since it won't get done in st_finalize_texture().