GLenum FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
- GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
struct gl_vertex_program_state
{
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
- /** Computed two sided lighting for fixed function/programs. */
- GLboolean _TwoSideEnabled;
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
struct gl_program *Current; /**< User-bound fragment program */
/** Currently enabled and valid fragment program (including internal
struct gl_ati_fragment_shader_state
{
GLboolean Enabled;
- GLboolean _Enabled; /**< enabled and valid shader? */
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
struct ati_fragment_shader *Current;
/**
* Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
- * with glBindBufferBase to bind a buffer object to this uniform block. When
- * updated in the program, _NEW_BUFFER_OBJECT will be set.
+ * with glBindBufferBase to bind a buffer object to this uniform block.
*/
GLuint Binding;
#define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
#define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
#define _NEW_PROGRAM_CONSTANTS (1u << 27)
-#define _NEW_BUFFER_OBJECT (1u << 28)
+/* gap */
#define _NEW_FRAG_CLAMP (1u << 29)
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
/** gl_context::Scissor::ScissorArray */
uint64_t NewScissorRect;
+ /** gl_context::Color::Alpha* */
+ uint64_t NewAlphaTest;
+
+ /** gl_context::Color::Blend/Dither */
+ uint64_t NewBlend;
+
+ /** gl_context::Color::BlendColor */
+ uint64_t NewBlendColor;
+
+ /** gl_context::Color::Color/Index */
+ uint64_t NewColorMask;
+
+ /** gl_context::Depth */
+ uint64_t NewDepth;
+
+ /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
+ uint64_t NewLogicOp;
+
+ /** gl_context::Multisample::Enabled */
+ uint64_t NewMultisampleEnable;
+
+ /** gl_context::Multisample::SampleAlphaTo* */
+ uint64_t NewSampleAlphaToXEnable;
+
+ /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
+ uint64_t NewSampleMask;
+
+ /** gl_context::Multisample::(Min)SampleShading */
+ uint64_t NewSampleShading;
+
/** gl_context::Stencil */
uint64_t NewStencil;
+
+ /** gl_context::Transform::ClipOrigin/ClipDepthMode */
+ uint64_t NewClipControl;
+
+ /** gl_context::Transform::EyeUserPlane */
+ uint64_t NewClipPlane;
+
+ /** gl_context::Transform::ClipPlanesEnabled */
+ uint64_t NewClipPlaneEnable;
+
+ /** gl_context::Transform::DepthClamp */
+ uint64_t NewDepthClamp;
+
+ /** gl_context::Line */
+ uint64_t NewLineState;
+
+ /** gl_context::Polygon */
+ uint64_t NewPolygonState;
+
+ /** gl_context::ViewportArray */
+ uint64_t NewViewport;
};
struct gl_uniform_buffer_binding