Restore old _TriangleCaps code to fix Blender problem (bug 12164)
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@ -364,6 +364,10 @@ _mesa_set_enable(GLcontext *ctx, GLenum cap, GLboolean state)
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case GL_LIGHTING:
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if (ctx->Light.Enabled == state)
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return;
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
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ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
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else
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ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.Enabled = state;
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break;
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@ -372,12 +376,14 @@ _mesa_set_enable(GLcontext *ctx, GLenum cap, GLboolean state)
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return;
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FLUSH_VERTICES(ctx, _NEW_LINE);
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ctx->Line.SmoothFlag = state;
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ctx->_TriangleCaps ^= DD_LINE_SMOOTH;
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break;
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case GL_LINE_STIPPLE:
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if (ctx->Line.StippleFlag == state)
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return;
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FLUSH_VERTICES(ctx, _NEW_LINE);
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ctx->Line.StippleFlag = state;
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ctx->_TriangleCaps ^= DD_LINE_STIPPLE;
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break;
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case GL_INDEX_LOGIC_OP:
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if (ctx->Color.IndexLogicOpEnabled == state)
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@ -516,18 +522,21 @@ _mesa_set_enable(GLcontext *ctx, GLenum cap, GLboolean state)
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return;
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FLUSH_VERTICES(ctx, _NEW_POINT);
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ctx->Point.SmoothFlag = state;
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ctx->_TriangleCaps ^= DD_POINT_SMOOTH;
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break;
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case GL_POLYGON_SMOOTH:
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if (ctx->Polygon.SmoothFlag == state)
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return;
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FLUSH_VERTICES(ctx, _NEW_POLYGON);
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ctx->Polygon.SmoothFlag = state;
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ctx->_TriangleCaps ^= DD_TRI_SMOOTH;
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break;
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case GL_POLYGON_STIPPLE:
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if (ctx->Polygon.StippleFlag == state)
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return;
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FLUSH_VERTICES(ctx, _NEW_POLYGON);
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ctx->Polygon.StippleFlag = state;
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ctx->_TriangleCaps ^= DD_TRI_STIPPLE;
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break;
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case GL_POLYGON_OFFSET_POINT:
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if (ctx->Polygon.OffsetPoint == state)
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@ -877,6 +886,10 @@ _mesa_set_enable(GLcontext *ctx, GLenum cap, GLboolean state)
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return;
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FLUSH_VERTICES(ctx, _NEW_STENCIL);
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ctx->Stencil.TestTwoSide = state;
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if (state)
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ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
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else
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ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
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break;
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#if FEATURE_ARB_fragment_program
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@ -53,6 +53,11 @@ _mesa_ShadeModel( GLenum mode )
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.ShadeModel = mode;
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if (mode == GL_FLAT)
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ctx->_TriangleCaps |= DD_FLATSHADE;
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else
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ctx->_TriangleCaps &= ~DD_FLATSHADE;
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if (ctx->Driver.ShadeModel)
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ctx->Driver.ShadeModel( ctx, mode );
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}
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@ -441,6 +446,10 @@ _mesa_LightModelfv( GLenum pname, const GLfloat *params )
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.Model.TwoSide = newbool;
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
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ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
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else
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ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
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break;
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case GL_LIGHT_MODEL_COLOR_CONTROL:
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if (params[0] == (GLfloat) GL_SINGLE_COLOR)
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@ -56,6 +56,11 @@ _mesa_LineWidth( GLfloat width )
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FLUSH_VERTICES(ctx, _NEW_LINE);
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ctx->Line.Width = width;
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if (width != 1.0F)
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ctx->_TriangleCaps |= DD_LINE_WIDTH;
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else
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ctx->_TriangleCaps &= ~DD_LINE_WIDTH;
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if (ctx->Driver.LineWidth)
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ctx->Driver.LineWidth(ctx, width);
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}
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@ -3040,7 +3040,10 @@ struct __GLcontextRec
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/** \name Derived state */
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/*@{*/
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GLbitfield _TriangleCaps; /**< bitwise-or of DD_* flags */
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/** Bitwise-or of DD_* flags. Note that this bitfield may be used before
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* state validation so they need to always be current.
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*/
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GLbitfield _TriangleCaps;
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GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
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GLfloat _EyeZDir[3];
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GLfloat _ModelViewInvScale;
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@ -123,6 +123,11 @@ _mesa_PointParameterfvEXT( GLenum pname, const GLfloat *params)
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ctx->Point._Attenuated = (ctx->Point.Params[0] != 1.0 ||
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ctx->Point.Params[1] != 0.0 ||
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ctx->Point.Params[2] != 0.0);
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if (ctx->Point._Attenuated)
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ctx->_TriangleCaps |= DD_POINT_ATTEN;
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else
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ctx->_TriangleCaps &= ~DD_POINT_ATTEN;
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}
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else {
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_mesa_error(ctx, GL_INVALID_ENUM,
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@ -167,6 +167,11 @@ _mesa_PolygonMode( GLenum face, GLenum mode )
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return;
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}
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if (ctx->Polygon.FrontMode == GL_FILL && ctx->Polygon.BackMode == GL_FILL)
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ctx->_TriangleCaps &= ~DD_TRI_UNFILLED;
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else
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ctx->_TriangleCaps |= DD_TRI_UNFILLED;
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if (ctx->Driver.PolygonMode)
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ctx->Driver.PolygonMode(ctx, face, mode);
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}
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@ -826,6 +826,16 @@ _mesa_init_exec_table(struct _glapi_table *exec)
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/*@{*/
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static void
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update_separate_specular(GLcontext *ctx)
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{
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if (NEED_SECONDARY_COLOR(ctx))
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ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
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else
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ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
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}
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/**
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* Update state dependent on vertex arrays.
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*/
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@ -1050,6 +1060,24 @@ update_color(GLcontext *ctx)
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}
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/*
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* Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
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* in ctx->_TriangleCaps if needed.
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*/
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static void
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update_polygon(GLcontext *ctx)
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{
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ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
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if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
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ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
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if ( ctx->Polygon.OffsetPoint
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|| ctx->Polygon.OffsetLine
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|| ctx->Polygon.OffsetFill)
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ctx->_TriangleCaps |= DD_TRI_OFFSET;
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}
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/**
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* Update the ctx->_TriangleCaps bitfield.
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@ -1057,6 +1085,7 @@ update_color(GLcontext *ctx)
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* This function must be called after other update_*() functions since
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* there are dependencies on some other derived values.
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*/
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#if 0
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static void
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update_tricaps(GLcontext *ctx, GLbitfield new_state)
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{
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@ -1122,6 +1151,7 @@ update_tricaps(GLcontext *ctx, GLbitfield new_state)
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if (ctx->Stencil._TestTwoSide)
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ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
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}
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#endif
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/**
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@ -1159,6 +1189,9 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
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_mesa_update_draw_buffer_bounds( ctx );
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if (new_state & _NEW_POLYGON)
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update_polygon( ctx );
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if (new_state & _NEW_LIGHT)
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_mesa_update_lighting( ctx );
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@ -1168,6 +1201,9 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & _IMAGE_NEW_TRANSFER_STATE)
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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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update_separate_specular( ctx );
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if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
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update_arrays( ctx );
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@ -1177,9 +1213,11 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & _NEW_COLOR)
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update_color( ctx );
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#if 0
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if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
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| _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
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update_tricaps( ctx, new_state );
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#endif
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if (ctx->FragmentProgram._MaintainTexEnvProgram) {
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if (new_state & (_NEW_TEXTURE | _DD_NEW_SEPARATE_SPECULAR | _NEW_FOG))
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