{
GLbitfield new_state = ctx->NewState;
GLbitfield new_prog_state = 0x0;
- const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
+ const GLbitfield checked_states =
+ _NEW_BUFFERS | _NEW_MODELVIEW | _NEW_PROJECTION | _NEW_TEXTURE_MATRIX |
+ _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM |
+ _NEW_LIGHT_CONSTANTS | _NEW_POINT | _NEW_FF_VERT_PROGRAM |
+ _NEW_FF_FRAG_PROGRAM | _NEW_TNL_SPACES;
/* we can skip a bunch of state validation checks if the dirty
* state matches one or more bits in 'computed_states'.
*/
- if ((new_state & computed_states) == 0)
+ if (!(new_state & checked_states))
goto out;
if (MESA_VERBOSE & VERBOSE_STATE)