reactos/dll/opengl/mesa/attrib.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

625 lines
20 KiB
C

/* $Id: attrib.c,v 1.9 1997/07/24 01:24:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.4
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: attrib.c,v $
* Revision 1.9 1997/07/24 01:24:28 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.8 1997/05/28 03:23:09 brianp
* added precompiled header (PCH) support
*
* Revision 1.7 1997/04/20 19:49:57 brianp
* replaced abort() calls with gl_problem()
*
* Revision 1.6 1997/04/01 04:18:28 brianp
* removed #include "draw.h"
*
* Revision 1.5 1997/01/28 22:13:02 brianp
* now there's separate state for CI and RGBA logic op enabled
*
* Revision 1.4 1996/10/01 03:30:01 brianp
* added #include "misc.h"
*
* Revision 1.3 1996/09/30 23:55:06 brianp
* call gl_DrawBuffer() when glPopAttrib(GL_COLOR_BUFFER_BIT)
*
* Revision 1.2 1996/09/27 01:24:14 brianp
* removed unused variables
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include <string.h>
#include "attrib.h"
#include "context.h"
#include "dlist.h"
#include "macros.h"
#include "misc.h"
#include "types.h"
#endif
#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
static struct gl_attrib_node *new_attrib_node( GLbitfield kind )
{
struct gl_attrib_node *an;
an = (struct gl_attrib_node *) malloc( sizeof(struct gl_attrib_node) );
if (an) {
an->kind = kind;
}
return an;
}
void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
{
struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glPushAttrib" );
return;
}
if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) {
gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
return;
}
/* Build linked list of attribute nodes which save all attribute */
/* groups specified by the mask. */
head = NULL;
if (mask & GL_ACCUM_BUFFER_BIT) {
struct gl_accum_attrib *attr;
attr = MALLOC_STRUCT( gl_accum_attrib );
MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_COLOR_BUFFER_BIT) {
struct gl_colorbuffer_attrib *attr;
attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_CURRENT_BIT) {
struct gl_current_attrib *attr;
attr = MALLOC_STRUCT( gl_current_attrib );
MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
newnode = new_attrib_node( GL_CURRENT_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
struct gl_depthbuffer_attrib *attr;
attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_ENABLE_BIT) {
struct gl_enable_attrib *attr;
GLuint i;
attr = MALLOC_STRUCT( gl_enable_attrib );
/* Copy enable flags from all other attributes into the enable struct. */
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Blend = ctx->Color.BlendEnabled;
for (i=0;i<MAX_CLIP_PLANES;i++) {
attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
}
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
attr->DepthTest = ctx->Depth.Test;
attr->Dither = ctx->Color.DitherFlag;
attr->Fog = ctx->Fog.Enabled;
for (i=0;i<MAX_LIGHTS;i++) {
attr->Light[i] = ctx->Light.Light[i].Enabled;
}
attr->Lighting = ctx->Light.Enabled;
attr->LineSmooth = ctx->Line.SmoothFlag;
attr->LineStipple = ctx->Line.StippleFlag;
attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
attr->Map1Color4 = ctx->Eval.Map1Color4;
attr->Map1Index = ctx->Eval.Map1Index;
attr->Map1Normal = ctx->Eval.Map1Normal;
attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
attr->Normalize = ctx->Transform.Normalize;
attr->PointSmooth = ctx->Point.SmoothFlag;
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
attr->PolygonStipple = ctx->Polygon.StippleFlag;
attr->Scissor = ctx->Scissor.Enabled;
attr->Stencil = ctx->Stencil.Enabled;
attr->Texture = ctx->Texture.Enabled;
attr->TexGen = ctx->Texture.TexGenEnabled;
newnode = new_attrib_node( GL_ENABLE_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_EVAL_BIT) {
struct gl_eval_attrib *attr;
attr = MALLOC_STRUCT( gl_eval_attrib );
MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
newnode = new_attrib_node( GL_EVAL_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_FOG_BIT) {
struct gl_fog_attrib *attr;
attr = MALLOC_STRUCT( gl_fog_attrib );
MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
newnode = new_attrib_node( GL_FOG_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_HINT_BIT) {
struct gl_hint_attrib *attr;
attr = MALLOC_STRUCT( gl_hint_attrib );
MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
newnode = new_attrib_node( GL_HINT_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_LIGHTING_BIT) {
struct gl_light_attrib *attr;
attr = MALLOC_STRUCT( gl_light_attrib );
MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
newnode = new_attrib_node( GL_LIGHTING_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_LINE_BIT) {
struct gl_line_attrib *attr;
attr = MALLOC_STRUCT( gl_line_attrib );
MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
newnode = new_attrib_node( GL_LINE_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_LIST_BIT) {
struct gl_list_attrib *attr;
attr = MALLOC_STRUCT( gl_list_attrib );
MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
newnode = new_attrib_node( GL_LIST_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_PIXEL_MODE_BIT) {
struct gl_pixel_attrib *attr;
attr = MALLOC_STRUCT( gl_pixel_attrib );
MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_POINT_BIT) {
struct gl_point_attrib *attr;
attr = MALLOC_STRUCT( gl_point_attrib );
MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
newnode = new_attrib_node( GL_POINT_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_POLYGON_BIT) {
struct gl_polygon_attrib *attr;
attr = MALLOC_STRUCT( gl_polygon_attrib );
MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
newnode = new_attrib_node( GL_POLYGON_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
GLuint *stipple;
stipple = (GLuint *) malloc( 32*sizeof(GLuint) );
MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
newnode->data = stipple;
newnode->next = head;
head = newnode;
}
if (mask & GL_SCISSOR_BIT) {
struct gl_scissor_attrib *attr;
attr = MALLOC_STRUCT( gl_scissor_attrib );
MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
newnode = new_attrib_node( GL_SCISSOR_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_STENCIL_BUFFER_BIT) {
struct gl_stencil_attrib *attr;
attr = MALLOC_STRUCT( gl_stencil_attrib );
MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_TEXTURE_BIT) {
struct gl_texture_attrib *attr;
attr = MALLOC_STRUCT( gl_texture_attrib );
MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
newnode = new_attrib_node( GL_TEXTURE_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_TRANSFORM_BIT) {
struct gl_transform_attrib *attr;
attr = MALLOC_STRUCT( gl_transform_attrib );
MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
newnode = new_attrib_node( GL_TRANSFORM_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_VIEWPORT_BIT) {
struct gl_viewport_attrib *attr;
attr = MALLOC_STRUCT( gl_viewport_attrib );
MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
newnode = new_attrib_node( GL_VIEWPORT_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
/* etc... */
ctx->AttribStack[ctx->AttribStackDepth] = head;
ctx->AttribStackDepth++;
}
void gl_PopAttrib( GLcontext* ctx )
{
struct gl_attrib_node *attr, *next;
struct gl_enable_attrib *enable;
GLuint i, oldDrawBuffer;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glPopAttrib" );
return;
}
if (ctx->AttribStackDepth==0) {
gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
return;
}
ctx->AttribStackDepth--;
attr = ctx->AttribStack[ctx->AttribStackDepth];
while (attr) {
switch (attr->kind) {
case GL_ACCUM_BUFFER_BIT:
MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) );
break;
case GL_COLOR_BUFFER_BIT:
oldDrawBuffer = ctx->Color.DrawBuffer;
MEMCPY( &ctx->Color, attr->data,
sizeof(struct gl_colorbuffer_attrib) );
if (ctx->Color.DrawBuffer != oldDrawBuffer) {
gl_DrawBuffer(ctx, ctx->Color.DrawBuffer);
}
break;
case GL_CURRENT_BIT:
MEMCPY( &ctx->Current, attr->data,
sizeof(struct gl_current_attrib) );
break;
case GL_DEPTH_BUFFER_BIT:
MEMCPY( &ctx->Depth, attr->data,
sizeof(struct gl_depthbuffer_attrib) );
break;
case GL_ENABLE_BIT:
enable = (struct gl_enable_attrib *) attr->data;
ctx->Color.AlphaEnabled = enable->AlphaTest;
ctx->Transform.Normalize = enable->AutoNormal;
ctx->Color.BlendEnabled = enable->Blend;
for (i=0;i<MAX_CLIP_PLANES;i++) {
ctx->Transform.ClipEnabled[i] = enable->ClipPlane[i];
}
ctx->Light.ColorMaterialEnabled = enable->ColorMaterial;
ctx->Polygon.CullFlag = enable->CullFace;
ctx->Depth.Test = enable->DepthTest;
ctx->Color.DitherFlag = enable->Dither;
ctx->Fog.Enabled = enable->Fog;
ctx->Light.Enabled = enable->Lighting;
ctx->Line.SmoothFlag = enable->LineSmooth;
ctx->Line.StippleFlag = enable->LineStipple;
ctx->Color.IndexLogicOpEnabled = enable->IndexLogicOp;
ctx->Color.ColorLogicOpEnabled = enable->ColorLogicOp;
ctx->Eval.Map1Color4 = enable->Map1Color4;
ctx->Eval.Map1Index = enable->Map1Index;
ctx->Eval.Map1Normal = enable->Map1Normal;
ctx->Eval.Map1TextureCoord1 = enable->Map1TextureCoord1;
ctx->Eval.Map1TextureCoord2 = enable->Map1TextureCoord2;
ctx->Eval.Map1TextureCoord3 = enable->Map1TextureCoord3;
ctx->Eval.Map1TextureCoord4 = enable->Map1TextureCoord4;
ctx->Eval.Map1Vertex3 = enable->Map1Vertex3;
ctx->Eval.Map1Vertex4 = enable->Map1Vertex4;
ctx->Eval.Map2Color4 = enable->Map2Color4;
ctx->Eval.Map2Index = enable->Map2Index;
ctx->Eval.Map2Normal = enable->Map2Normal;
ctx->Eval.Map2TextureCoord1 = enable->Map2TextureCoord1;
ctx->Eval.Map2TextureCoord2 = enable->Map2TextureCoord2;
ctx->Eval.Map2TextureCoord3 = enable->Map2TextureCoord3;
ctx->Eval.Map2TextureCoord4 = enable->Map2TextureCoord4;
ctx->Eval.Map2Vertex3 = enable->Map2Vertex3;
ctx->Eval.Map2Vertex4 = enable->Map2Vertex4;
ctx->Transform.Normalize = enable->Normalize;
ctx->Point.SmoothFlag = enable->PointSmooth;
ctx->Polygon.OffsetPoint = enable->PolygonOffsetPoint;
ctx->Polygon.OffsetLine = enable->PolygonOffsetLine;
ctx->Polygon.OffsetFill = enable->PolygonOffsetFill;
ctx->Polygon.OffsetAny = ctx->Polygon.OffsetPoint ||
ctx->Polygon.OffsetLine ||
ctx->Polygon.OffsetFill;
ctx->Polygon.SmoothFlag = enable->PolygonSmooth;
ctx->Polygon.StippleFlag = enable->PolygonStipple;
ctx->Scissor.Enabled = enable->Scissor;
ctx->Stencil.Enabled = enable->Stencil;
ctx->Texture.Enabled = enable->Texture;
ctx->Texture.TexGenEnabled = enable->TexGen;
break;
case GL_EVAL_BIT:
MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
break;
case GL_FOG_BIT:
MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) );
break;
case GL_HINT_BIT:
MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) );
break;
case GL_LIGHTING_BIT:
MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) );
break;
case GL_LINE_BIT:
MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
break;
case GL_LIST_BIT:
MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
break;
case GL_PIXEL_MODE_BIT:
MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
break;
case GL_POINT_BIT:
MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) );
break;
case GL_POLYGON_BIT:
MEMCPY( &ctx->Polygon, attr->data,
sizeof(struct gl_polygon_attrib) );
break;
case GL_POLYGON_STIPPLE_BIT:
MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
break;
case GL_SCISSOR_BIT:
MEMCPY( &ctx->Scissor, attr->data,
sizeof(struct gl_scissor_attrib) );
break;
case GL_STENCIL_BUFFER_BIT:
MEMCPY( &ctx->Stencil, attr->data,
sizeof(struct gl_stencil_attrib) );
break;
case GL_TRANSFORM_BIT:
MEMCPY( &ctx->Transform, attr->data,
sizeof(struct gl_transform_attrib) );
break;
case GL_TEXTURE_BIT:
MEMCPY( &ctx->Texture, attr->data,
sizeof(struct gl_texture_attrib) );
break;
case GL_VIEWPORT_BIT:
MEMCPY( &ctx->Viewport, attr->data,
sizeof(struct gl_viewport_attrib) );
break;
default:
gl_problem( ctx, "Bad attrib flag in PopAttrib");
break;
}
next = attr->next;
free( (void *) attr->data );
free( (void *) attr );
attr = next;
}
ctx->NewState = NEW_ALL;
}
#define GL_CLIENT_PACK_BIT (1<<20)
#define GL_CLIENT_UNPACK_BIT (1<<21)
void gl_PushClientAttrib( GLcontext *ctx, GLbitfield mask )
{
struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glPushClientAttrib" );
return;
}
if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) {
gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
return;
}
/* Build linked list of attribute nodes which save all attribute */
/* groups specified by the mask. */
head = NULL;
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
struct gl_pixelstore_attrib *attr;
/* packing attribs */
attr = MALLOC_STRUCT( gl_pixelstore_attrib );
MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
/* unpacking attribs */
attr = MALLOC_STRUCT( gl_pixelstore_attrib );
MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
struct gl_array_attrib *attr;
attr = MALLOC_STRUCT( gl_array_attrib );
MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
/* etc... */
ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
ctx->ClientAttribStackDepth++;
}
void gl_PopClientAttrib( GLcontext *ctx )
{
struct gl_attrib_node *attr, *next;
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glPopClientAttrib" );
return;
}
if (ctx->ClientAttribStackDepth==0) {
gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
return;
}
ctx->ClientAttribStackDepth--;
attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
while (attr) {
switch (attr->kind) {
case GL_CLIENT_PACK_BIT:
MEMCPY( &ctx->Pack, attr->data,
sizeof(struct gl_pixelstore_attrib) );
break;
case GL_CLIENT_UNPACK_BIT:
MEMCPY( &ctx->Unpack, attr->data,
sizeof(struct gl_pixelstore_attrib) );
break;
case GL_CLIENT_VERTEX_ARRAY_BIT:
MEMCPY( &ctx->Array, attr->data,
sizeof(struct gl_array_attrib) );
break;
default:
gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
break;
}
next = attr->next;
free( (void *) attr->data );
free( (void *) attr );
attr = next;
}
ctx->NewState = NEW_ALL;
}