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-rw-r--r--src/mesa/main/mtypes.h15
1 files changed, 9 insertions, 6 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 0cab0ca3ec1..6bb343b766d 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1901,6 +1901,10 @@ struct gl_query_state
/**
+ ** XXX do these gl2 structs really neeed to be here?
+ **/
+
+/**
* gl2 unique interface identifier.
* Each gl2 interface has its own interface id used for object queries.
*/
@@ -2008,7 +2012,7 @@ struct gl_shared_state
* \name Vertex/fragment programs
*/
/*@{*/
- struct _mesa_HashTable *Programs;
+ struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
#if FEATURE_ARB_vertex_program
struct program *DefaultVertexProgram;
#endif
@@ -2730,10 +2734,10 @@ struct __GLcontextRec
GLboolean ExecuteFlag; /**< Execute GL commands? */
GLboolean CompileFlag; /**< Compile GL commands into display list? */
- /** Extensions */
+ /** Extension information */
struct gl_extensions Extensions;
- /** \name Renderer attribute stack */
+ /** \name State attribute stack (for glPush/PopAttrib) */
/*@{*/
GLuint AttribStackDepth;
struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
@@ -2745,8 +2749,8 @@ struct __GLcontextRec
* attributes easy. Also it's a good organization.
*/
/*@{*/
- struct gl_accum_attrib Accum; /**< Accumulation buffer attributes */
- struct gl_colorbuffer_attrib Color; /**< Color buffers attributes */
+ struct gl_accum_attrib Accum; /**< Accum buffer attributes */
+ struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
struct gl_current_attrib Current; /**< Current attributes */
struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
struct gl_eval_attrib Eval; /**< Eval attributes */
@@ -2817,7 +2821,6 @@ struct __GLcontextRec
/*@}*/
#if FEATURE_EXT_framebuffer_object
- /*struct gl_framebuffer *CurrentFramebuffer;*/
struct gl_renderbuffer *CurrentRenderbuffer;
#endif