#include "main/enable.h"
#include "main/macros.h"
#include "main/matrix.h"
+#include "main/polygon.h"
#include "main/texstate.h"
#include "main/shaders.h"
#include "main/stencil.h"
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
- GLboolean saved_shader_program = 0;
+ GLuint saved_shader_program = 0;
unsigned int saved_active_texture;
assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
GL_CURRENT_BIT |
GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT |
+ GL_POLYGON_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
GL_CURRENT_BIT);
_mesa_Disable(GL_CLIP_PLANE3);
_mesa_Disable(GL_CLIP_PLANE4);
_mesa_Disable(GL_CLIP_PLANE5);
+ _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
saved_fp_enable = GL_TRUE;
_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
}
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+#endif
+
intel_meta_set_passthrough_transform(intel);
for (i = 0; i < 4; i++) {
[BUFFER_BACK_LEFT] = "back",
[BUFFER_FRONT_RIGHT] = "front right",
[BUFFER_BACK_RIGHT] = "back right",
- [BUFFER_AUX0] = "aux0",
- [BUFFER_AUX1] = "aux1",
- [BUFFER_AUX2] = "aux2",
- [BUFFER_AUX3] = "aux3",
[BUFFER_DEPTH] = "depth",
[BUFFER_STENCIL] = "stencil",
[BUFFER_ACCUM] = "accum",
+ [BUFFER_AUX0] = "aux0",
[BUFFER_COLOR0] = "color0",
[BUFFER_COLOR1] = "color1",
[BUFFER_COLOR2] = "color2",