r300->blend_state.dirty = TRUE;
r300->dsa_state.dirty = TRUE;
+ r300->scissor_state.dirty = TRUE;
}
/* Create fragment shader state. */
r300->rs_state.state = rs;
r300->rs_state.dirty = TRUE;
+ /* XXX Why is this still needed, dammit!? */
+ r300->scissor_state.dirty = TRUE;
r300->viewport_state.dirty = TRUE;
/* XXX Clean these up when we move to atom emits */
memcpy(r300->scissor_state.state, state,
sizeof(struct pipe_scissor_state));
+ r300->scissor_state.dirty = TRUE;
}
static void r300_set_viewport_state(struct pipe_context* pipe,