Cleaning up
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@@ -1,4 +1,4 @@
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/* $Id: attrib.c,v 1.3 1999/09/18 20:41:22 keithw Exp $ */
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/* $Id: attrib.c,v 1.4 1999/09/19 23:43:02 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -492,6 +492,7 @@ void gl_PopAttrib( GLcontext* ctx )
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}
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TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL);
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TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
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TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
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TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
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TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
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TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
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@@ -1,4 +1,4 @@
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/* $Id: context.c,v 1.8 1999/09/18 20:41:22 keithw Exp $ */
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/* $Id: context.c,v 1.9 1999/09/19 23:43:02 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1350,10 +1350,17 @@ void gl_destroy_context( GLcontext *ctx )
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for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
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gl_matrix_dtr( &ctx->ModelViewStack[i] );
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}
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gl_matrix_dtr( &ctx->ProjectionMatrix );
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for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
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gl_matrix_dtr( &ctx->ProjectionStack[i] );
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}
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free( ctx->PB );
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free( ctx->VB );
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if(ctx->input != ctx->VB->IM)
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gl_immediate_free( ctx->input );
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gl_vb_free( ctx->VB );
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ctx->Shared->RefCount--;
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assert(ctx->Shared->RefCount>=0);
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@@ -1411,6 +1418,14 @@ void gl_destroy_context( GLcontext *ctx )
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if (ctx->EvalMap.Map2Texture4.Points)
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free( ctx->EvalMap.Map2Texture4.Points );
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/* Free cache of immediate buffers. */
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while (ctx->nr_im_queued-- > 0) {
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struct immediate * next = ctx->freed_im_queue->next;
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free( ctx->freed_im_queue );
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ctx->freed_im_queue = next;
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}
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gl_extensions_dtr(ctx);
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free( (void *) ctx );
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#ifndef THREADS
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@@ -1,4 +1,4 @@
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/* $Id: depth.c,v 1.2 1999/09/10 14:24:35 keithw Exp $ */
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/* $Id: depth.c,v 1.3 1999/09/19 23:43:02 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -817,6 +817,7 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
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if (!ctx->Buffer->Depth) {
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/* out of memory */
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ctx->Depth.Test = GL_FALSE;
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ctx->NewState |= NEW_RASTER_OPS;
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gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
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}
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}
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