* That's where the new renderbuffer (which we just created) gets
* passed to the pipe as a (color/depth) render target.
*/
- st_invalidate_state(ctx, _NEW_BUFFERS);
+ st_invalidate_buffers(st);
/* Need to trigger a call to update_framebuffer() since we just
static void
st_finish_render_texture(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
+ struct st_context *st = st_context(ctx);
struct st_renderbuffer *strb = st_renderbuffer(rb);
if (!strb)
strb->is_rtt = FALSE;
/* restore previous framebuffer state */
- st_invalidate_state(ctx, _NEW_BUFFERS);
+ st_invalidate_buffers(st);
}
}
+void
+st_invalidate_buffers(struct st_context *st)
+{
+ st->dirty |= ST_NEW_BLEND |
+ ST_NEW_DSA |
+ ST_NEW_FB_STATE |
+ ST_NEW_SAMPLE_MASK |
+ ST_NEW_SAMPLE_SHADING |
+ ST_NEW_FS_STATE |
+ ST_NEW_POLY_STIPPLE |
+ ST_NEW_VIEWPORT |
+ ST_NEW_RASTERIZER |
+ ST_NEW_SCISSOR |
+ ST_NEW_WINDOW_RECTANGLES;
+}
+
+
/**
* Called via ctx->Driver.UpdateState()
*/
-void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
+static void
+st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
{
struct st_context *st = st_context(ctx);
if (new_state & _NEW_BUFFERS) {
- st->dirty |= ST_NEW_BLEND |
- ST_NEW_DSA |
- ST_NEW_FB_STATE |
- ST_NEW_SAMPLE_MASK |
- ST_NEW_SAMPLE_SHADING |
- ST_NEW_FS_STATE |
- ST_NEW_POLY_STIPPLE |
- ST_NEW_VIEWPORT |
- ST_NEW_RASTERIZER |
- ST_NEW_SCISSOR |
- ST_NEW_WINDOW_RECTANGLES;
+ st_invalidate_buffers(st);
} else {
/* These set a subset of flags set by _NEW_BUFFERS, so we only have to
* check them when _NEW_BUFFERS isn't set.
extern void st_init_driver_functions(struct pipe_screen *screen,
struct dd_function_table *functions);
-void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state);
+void
+st_invalidate_buffers(struct st_context *st);
/* Invalidate the readpixels cache to ensure we don't read stale data.
*/
if (stfb->iface)
stfb->iface_stamp = p_atomic_read(&stfb->iface->stamp) - 1;
- st_invalidate_state(st->ctx, _NEW_BUFFERS);
+ st_invalidate_buffers(st);
return TRUE;
}