/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "tnl/t_vp_build.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "st_context.h" #include "st_atom.h" #define TGSI_DEBUG 0 /** * When TnL state has changed, need to generate new vertex program. * This should be done before updating the vertes shader (vs) state. */ static void update_tnl( struct st_context *st ) { /* Would be good to avoid this when shaders are active: */ _tnl_UpdateFixedFunctionProgram( st->ctx ); } const struct st_tracked_state st_update_tnl = { .name = "st_update_tnl", .dirty = { .mesa = TNL_FIXED_FUNCTION_STATE_FLAGS, .st = 0 }, .update = update_tnl };