mesa: remove _MESA_NEW_TRANSFER_STATE
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@@ -3025,8 +3025,6 @@ struct gl_matrix_stack
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#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
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_NEW_TEXTURE)
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#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
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/*@}*/
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@@ -617,7 +617,7 @@ update_image_transfer_state(struct gl_context *ctx)
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*/
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void _mesa_update_pixel( struct gl_context *ctx, GLuint new_state )
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{
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if (new_state & _MESA_NEW_TRANSFER_STATE)
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if (new_state & _NEW_PIXEL)
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update_image_transfer_state(ctx);
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}
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@@ -602,7 +602,7 @@ _mesa_update_state_locked( struct gl_context *ctx )
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if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
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_mesa_update_stencil( ctx );
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if (new_state & _MESA_NEW_TRANSFER_STATE)
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if (new_state & _NEW_PIXEL)
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_mesa_update_pixel( ctx, new_state );
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if (new_state & _DD_NEW_SEPARATE_SPECULAR)
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@@ -55,9 +55,7 @@
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* In particular, we care about pixel transfer state and buffer state
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* (such as glReadBuffer to make sure we read from the right renderbuffer).
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*/
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#define NEW_COPY_TEX_STATE (_MESA_NEW_TRANSFER_STATE | \
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_NEW_BUFFERS | \
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_NEW_PIXEL)
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#define NEW_COPY_TEX_STATE (_NEW_BUFFERS | _NEW_PIXEL)
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@@ -2434,7 +2432,7 @@ teximage(struct gl_context *ctx, GLuint dims,
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return; /* error was recorded */
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}
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if (ctx->NewState & _MESA_NEW_TRANSFER_STATE)
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if (ctx->NewState & _NEW_PIXEL)
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_mesa_update_state(ctx);
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texObj = _mesa_get_current_tex_object(ctx, target);
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@@ -2580,7 +2578,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image)
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return;
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}
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if (ctx->NewState & _MESA_NEW_TRANSFER_STATE)
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if (ctx->NewState & _NEW_PIXEL)
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_mesa_update_state(ctx);
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texObj = _mesa_get_current_tex_object(ctx, target);
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@@ -2637,7 +2635,7 @@ texsubimage(struct gl_context *ctx, GLuint dims, GLenum target, GLint level,
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return;
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}
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if (ctx->NewState & _MESA_NEW_TRANSFER_STATE)
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if (ctx->NewState & _NEW_PIXEL)
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_mesa_update_state(ctx);
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if (subtexture_error_check(ctx, dims, target, level, xoffset, yoffset, zoffset,
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