return;
}
+ r300_update_derived_state(r300);
+
/* XXX check size */
if (r300->dirty_state & R300_NEW_BLEND) {
r300_emit_blend_state(r300, r300->blend_state);
+ r300->dirty_state &= ~R300_NEW_BLEND;
}
if (r300->dirty_state & R300_NEW_BLEND_COLOR) {
r300_emit_blend_color_state(r300, r300->blend_color_state);
+ r300->dirty_state &= ~R300_NEW_BLEND_COLOR;
}
if (r300->dirty_state & R300_NEW_DSA) {
r300_emit_dsa_state(r300, r300->dsa_state);
+ r300->dirty_state &= ~R300_NEW_DSA;
}
if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) {
r300_emit_fragment_shader(r300,
(struct r300_fragment_shader*)r300->fs);
}
+ r300->dirty_state &= ~R300_NEW_FRAGMENT_SHADER;
}
if (r300->dirty_state & R300_NEW_RASTERIZER) {
r300_emit_rs_state(r300, r300->rs_state);
+ r300->dirty_state &= ~R300_NEW_RASTERIZER;
}
if (r300->dirty_state & R300_NEW_SCISSOR) {
r300_emit_scissor_state(r300, r300->scissor_state);
+ r300->dirty_state &= ~R300_NEW_SCISSOR;
}
-
- r300->dirty_state = 0;
}