static void intelRunPipeline(GLcontext * ctx) { struct intel_context *intel = intel_context(ctx); _mesa_lock_context_textures(ctx); if (ctx->NewState) _mesa_update_state_locked(ctx); if (intel->NewGLState) { if (intel->NewGLState & _NEW_TEXTURE) { intel->vtbl.update_texture_state(intel); } if (!intel->Fallback) { if (intel->NewGLState & _INTEL_NEW_RENDERSTATE) intelChooseRenderState(ctx); } intel->NewGLState = 0; } _tnl_run_pipeline(ctx); _mesa_unlock_context_textures(ctx); }
static void intelRunPipeline( GLcontext *ctx ) { intelContextPtr intel = INTEL_CONTEXT(ctx); if (intel->NewGLState) { if (intel->NewGLState & _NEW_TEXTURE) { intel->vtbl.update_texture_state( intel ); } if (!intel->Fallback) { if (intel->NewGLState & _INTEL_NEW_RENDERSTATE) intelChooseRenderState( ctx ); } intel->NewGLState = 0; } _tnl_run_pipeline( ctx ); }