void _swrast_validate_derived( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->NewState) { if (swrast->NewState & _NEW_POLYGON) _swrast_update_polygon( ctx ); if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM)) _swrast_update_fog_hint( ctx ); if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE) _swrast_update_texture_env( ctx ); if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM)) _swrast_update_fog_state( ctx ); if (swrast->NewState & (_NEW_MODELVIEW | _NEW_PROJECTION | _NEW_TEXTURE_MATRIX | _NEW_FOG | _NEW_LIGHT | _NEW_LINE | _NEW_TEXTURE | _NEW_TRANSFORM | _NEW_POINT | _NEW_VIEWPORT | _NEW_PROGRAM)) _swrast_update_fragment_program( ctx, swrast->NewState ); if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) { _swrast_update_texture_samplers( ctx ); _swrast_validate_texture_images(ctx); } if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM)) _swrast_update_deferred_texture(ctx); if (swrast->NewState & _SWRAST_NEW_RASTERMASK) _swrast_update_rasterflags( ctx ); if (swrast->NewState & (_NEW_DEPTH | _NEW_FOG | _NEW_LIGHT | _NEW_PROGRAM | _NEW_TEXTURE)) _swrast_update_active_attribs(ctx); if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS)) _swrast_update_color_outputs(ctx); swrast->NewState = 0; swrast->StateChanges = 0; swrast->InvalidateState = _swrast_invalidate_state; } }
void _swrast_validate_derived( struct gl_context *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->NewState) { if (swrast->NewState & _NEW_POLYGON) _swrast_update_polygon( ctx ); if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM)) _swrast_update_fog_hint( ctx ); if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE) _swrast_update_texture_env( ctx ); if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM)) _swrast_update_fog_state( ctx ); if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM)) _swrast_update_fragment_program( ctx, swrast->NewState ); if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) { _swrast_update_texture_samplers( ctx ); } if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM)) _swrast_update_deferred_texture(ctx); if (swrast->NewState & _SWRAST_NEW_RASTERMASK) _swrast_update_rasterflags( ctx ); if (swrast->NewState & (_NEW_DEPTH | _NEW_FOG | _NEW_LIGHT | _NEW_PROGRAM | _NEW_TEXTURE)) _swrast_update_active_attribs(ctx); if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM | _NEW_LIGHT | _NEW_TEXTURE)) _swrast_update_specular_vertex_add(ctx); swrast->NewState = 0; swrast->StateChanges = 0; swrast->InvalidateState = _swrast_invalidate_state; } }