renderer_validate(ctx->renderer, ctx->state.dirty,
ctx->draw_buffer, &ctx->state.vg);
- ctx->state.dirty = NONE_DIRTY;
+ ctx->state.dirty = 0;
shader_set_masking(ctx->shader, ctx->state.vg.masking);
shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);