clean-up comments
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@@ -1900,6 +1900,10 @@ struct gl_query_state
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};
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/**
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** XXX do these gl2 structs really neeed to be here?
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**/
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/**
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* gl2 unique interface identifier.
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* Each gl2 interface has its own interface id used for object queries.
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@@ -2008,7 +2012,7 @@ struct gl_shared_state
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* \name Vertex/fragment programs
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*/
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/*@{*/
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struct _mesa_HashTable *Programs;
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struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
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#if FEATURE_ARB_vertex_program
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struct program *DefaultVertexProgram;
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#endif
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@@ -2730,10 +2734,10 @@ struct __GLcontextRec
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GLboolean ExecuteFlag; /**< Execute GL commands? */
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GLboolean CompileFlag; /**< Compile GL commands into display list? */
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/** Extensions */
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/** Extension information */
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struct gl_extensions Extensions;
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/** \name Renderer attribute stack */
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/** \name State attribute stack (for glPush/PopAttrib) */
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/*@{*/
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GLuint AttribStackDepth;
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struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
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@@ -2745,8 +2749,8 @@ struct __GLcontextRec
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* attributes easy. Also it's a good organization.
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*/
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/*@{*/
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struct gl_accum_attrib Accum; /**< Accumulation buffer attributes */
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struct gl_colorbuffer_attrib Color; /**< Color buffers attributes */
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struct gl_accum_attrib Accum; /**< Accum buffer attributes */
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struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
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struct gl_current_attrib Current; /**< Current attributes */
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struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
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struct gl_eval_attrib Eval; /**< Eval attributes */
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@@ -2817,7 +2821,6 @@ struct __GLcontextRec
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/*@}*/
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#if FEATURE_EXT_framebuffer_object
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/*struct gl_framebuffer *CurrentFramebuffer;*/
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struct gl_renderbuffer *CurrentRenderbuffer;
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#endif
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