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Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nouveau_state.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nouveau_state.c27
1 files changed, 26 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nouveau_state.c b/src/mesa/drivers/dri/nouveau/nouveau_state.c
index e1871db0eb9..a57df2d9dcd 100644
--- a/src/mesa/drivers/dri/nouveau/nouveau_state.c
+++ b/src/mesa/drivers/dri/nouveau/nouveau_state.c
@@ -150,6 +150,7 @@ nouveau_enable(GLcontext *ctx, GLenum cap, GLboolean state)
break;
case GL_COLOR_SUM_EXT:
context_dirty(ctx, FRAG);
+ context_dirty(ctx, LIGHT_MODEL);
break;
case GL_CULL_FACE:
context_dirty(ctx, CULL_FACE);
@@ -188,6 +189,7 @@ nouveau_enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_LIGHTING:
context_dirty(ctx, FRAG);
context_dirty(ctx, MODELVIEW);
+ context_dirty(ctx, LIGHT_MODEL);
context_dirty(ctx, LIGHT_ENABLE);
for (i = 0; i < MAX_LIGHTS; i++) {
@@ -230,9 +232,17 @@ nouveau_enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
+ case GL_TEXTURE_RECTANGLE:
context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_Q:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
}
}
@@ -367,7 +377,15 @@ static void
nouveau_tex_gen(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params)
{
- context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
+ default:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ break;
+ }
}
static void
@@ -453,12 +471,19 @@ nouveau_state_emit(GLcontext *ctx)
static void
nouveau_update_state(GLcontext *ctx, GLbitfield new_state)
{
+ int i;
+
if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
context_dirty(ctx, PROJECTION);
if (new_state & _NEW_MODELVIEW)
context_dirty(ctx, MODELVIEW);
+ if (new_state & _NEW_TEXTURE_MATRIX) {
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
+ context_dirty_i(ctx, TEX_MAT, i);
+ }
+
if (new_state & _NEW_CURRENT_ATTRIB &&
new_state & _NEW_LIGHT) {
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);