make sure the HW is clean before shooting the pipeline
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@@ -1273,24 +1273,8 @@ static void fxRunPipeline( GLcontext *ctx )
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*/
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if (new_gl_state & _NEW_PROJECTION)
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fxMesa->new_state |= FX_NEW_FOG;
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/* [dBorca] Hack alert:
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* the above _NEW_PROJECTION is not included in the test below,
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* so we may end up with fxMesa->new_state still dirty by the end
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* of the routine. The fact is, we don't have NearFar callback
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* anymore. We could use fxDDDepthRange instead, but it seems
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* fog needs to be updated only by a fog-basis.
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* Implementing fxDDDepthRange correctly is another story:
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* that, together with a presumable fxDDViewport function would set
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* fxMesa->SetupNewInputs |= VERT_BIT_CLIP;
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* which might be useful in fxBuildVertices...
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*/
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#endif
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if (new_gl_state & (_FX_NEW_IS_IN_HARDWARE |
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_FX_NEW_RENDERSTATE |
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_FX_NEW_SETUP_FUNCTION |
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_NEW_TEXTURE)) {
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if (new_gl_state & _FX_NEW_IS_IN_HARDWARE)
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fxCheckIsInHardware(ctx);
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@@ -1323,7 +1307,6 @@ static void fxRunPipeline( GLcontext *ctx )
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fxMesa->inv_t1scale = 1.0 / fxMesa->t1scale;
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}
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}
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}
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fxMesa->new_gl_state = 0;
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