_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
if (ctx->Extensions.ARB_texture_cube_map) {
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
!!(unit->Enabled & TEXTURE_CUBE_BIT));
}
if (ctx->Extensions.NV_texture_rectangle) {
/* don't restore state for unsupported targets to prevent
* raising GL errors.
*/
- if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
+ if (obj->Target == GL_TEXTURE_CUBE_MAP &&
!ctx->Extensions.ARB_texture_cube_map) {
continue;
}
if (MESA_VERBOSE & VERBOSE_API) {
_mesa_debug(ctx, "glPopAttrib %s\n",
- _mesa_lookup_enum_by_nr(attr->kind));
+ _mesa_enum_to_string(attr->kind));
}
switch (attr->kind) {
_mesa_ClearDepth(depth->Clear);
_mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
_mesa_DepthMask(depth->Mask);
+ if (ctx->Extensions.EXT_depth_bounds_test) {
+ _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
+ depth->BoundsTest);
+ _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
+ }
}
break;
case GL_ENABLE_BIT: