GLboolean DitherFlag;
/** MESA_META_COLOR_MASK */
- GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
+ GLbitfield ColorMask;
/** MESA_META_DEPTH_TEST */
struct gl_depthbuffer_attrib Depth;
/** MESA_META_VIEWPORT */
GLfloat ViewportX, ViewportY, ViewportW, ViewportH;
- GLclampd DepthNear, DepthFar;
+ GLclampf DepthNear, DepthFar;
/** MESA_META_CLAMP_FRAGMENT_COLOR */
GLenum ClampFragmentColor;
struct gl_framebuffer *ReadBuffer;
/** MESA_META_DRAW_BUFFERS */
- GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS];
+ GLenum16 ColorDrawBuffers[MAX_DRAW_BUFFERS];
};
/**
*/
struct temp_texture
{
- GLuint TexObj;
+ struct gl_texture_object *tex_obj;
GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
GLsizei MinSize; /**< Min texture size to allocate */
GLsizei MaxSize; /**< Max possible texture size */
struct gl_sampler_object *samp_obj;
struct gl_sampler_object *samp_obj_save;
struct gl_texture_object *tex_obj;
+ struct gl_texture_object *temp_tex_obj;
GLuint stencilSamplingSave;
- GLuint tempTex;
};