From afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c Mon Sep 17 00:00:00 2001 From: jtg Date: Thu, 19 Aug 1999 00:55:39 +0000 Subject: Initial revision --- src/mesa/main/dlist.c | 3501 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 3501 insertions(+) create mode 100644 src/mesa/main/dlist.c (limited to 'src/mesa/main/dlist.c') diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c new file mode 100644 index 0000000000..001de0367b --- /dev/null +++ b/src/mesa/main/dlist.c @@ -0,0 +1,3501 @@ +/* $Id: dlist.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#ifdef PC_HEADER +#include "all.h" +#else +#include +#include +#include +#include +#include "accum.h" +#include "api.h" +#include "alpha.h" +#include "attrib.h" +#include "bitmap.h" +#include "bbox.h" +#include "blend.h" +#include "clip.h" +#include "colortab.h" +#include "context.h" +#include "copypix.h" +#include "depth.h" +#include "drawpix.h" +#include "enable.h" +#include "enums.h" +#include "eval.h" +#include "feedback.h" +#include "fog.h" +#include "get.h" +#include "hash.h" +#include "image.h" +#include "light.h" +#include "lines.h" +#include "dlist.h" +#include "logic.h" +#include "macros.h" +#include "masking.h" +#include "matrix.h" +#include "misc.h" +#include "pipeline.h" +#include "pixel.h" +#include "points.h" +#include "polygon.h" +#include "rastpos.h" +#include "readpix.h" +#include "rect.h" +#include "scissor.h" +#include "stencil.h" +#include "texobj.h" +#include "teximage.h" +#include "texstate.h" +#include "types.h" +#include "varray.h" +#include "vb.h" +#include "vbfill.h" +#include "vbxform.h" +#include "winpos.h" +#include "xform.h" +#ifdef XFree86Server +#undef MISC_H +#include "GL/xf86glx.h" +#endif +#endif + + + +/* +Functions which aren't compiled but executed immediately: + glIsList + glGenLists + glDeleteLists + glEndList + glFeedbackBuffer + glSelectBuffer + glRenderMode + glReadPixels + glPixelStore + glFlush + glFinish + glIsEnabled + glGet* + +Functions which cause errors if called while compiling a display list: + glNewList +*/ + + + +/* + * Display list instructions are stored as sequences of "nodes". Nodes + * are allocated in blocks. Each block has BLOCK_SIZE nodes. Blocks + * are linked together with a pointer. + */ + + +/* How many nodes to allocate at a time: + * - reduced now that we hold vertices etc. elsewhere. + */ +#define BLOCK_SIZE 64 + + +/* + * Display list opcodes. + * + * The fact that these identifiers are assigned consecutive + * integer values starting at 0 is very important, see InstSize array usage) + * + * KW: Commented out opcodes now handled by vertex-cassettes. + */ +typedef enum { + OPCODE_ACCUM, + OPCODE_ALPHA_FUNC, + OPCODE_BIND_TEXTURE, + OPCODE_BITMAP, + OPCODE_BLEND_COLOR, + OPCODE_BLEND_EQUATION, + OPCODE_BLEND_FUNC, + OPCODE_BLEND_FUNC_SEPARATE, + OPCODE_CALL_LIST, + OPCODE_CALL_LIST_OFFSET, + OPCODE_CLEAR, + OPCODE_CLEAR_ACCUM, + OPCODE_CLEAR_COLOR, + OPCODE_CLEAR_DEPTH, + OPCODE_CLEAR_INDEX, + OPCODE_CLEAR_STENCIL, + OPCODE_CLIP_PLANE, + OPCODE_COLOR_MASK, + OPCODE_COLOR_MATERIAL, + OPCODE_COLOR_TABLE, + OPCODE_COLOR_SUB_TABLE, + OPCODE_COPY_PIXELS, + OPCODE_COPY_TEX_IMAGE1D, + OPCODE_COPY_TEX_IMAGE2D, + OPCODE_COPY_TEX_IMAGE3D, + OPCODE_COPY_TEX_SUB_IMAGE1D, + OPCODE_COPY_TEX_SUB_IMAGE2D, + OPCODE_COPY_TEX_SUB_IMAGE3D, + OPCODE_CULL_FACE, + OPCODE_DEPTH_FUNC, + OPCODE_DEPTH_MASK, + OPCODE_DEPTH_RANGE, + OPCODE_DISABLE, + OPCODE_DRAW_BUFFER, + OPCODE_DRAW_PIXELS, + OPCODE_ENABLE, + OPCODE_EVALCOORD1, + OPCODE_EVALCOORD2, + OPCODE_EVALMESH1, + OPCODE_EVALMESH2, + OPCODE_EVALPOINT1, + OPCODE_EVALPOINT2, + OPCODE_FOG, + OPCODE_FRONT_FACE, + OPCODE_FRUSTUM, + OPCODE_HINT, + OPCODE_INDEX_MASK, + OPCODE_INIT_NAMES, + OPCODE_LIGHT, + OPCODE_LIGHT_MODEL, + OPCODE_LINE_STIPPLE, + OPCODE_LINE_WIDTH, + OPCODE_LIST_BASE, + OPCODE_LOAD_IDENTITY, + OPCODE_LOAD_MATRIX, + OPCODE_LOAD_NAME, + OPCODE_LOGIC_OP, + OPCODE_MAP1, + OPCODE_MAP2, + OPCODE_MAPGRID1, + OPCODE_MAPGRID2, + OPCODE_MATRIX_MODE, + OPCODE_MULT_MATRIX, + OPCODE_ORTHO, + OPCODE_PASSTHROUGH, + OPCODE_PIXEL_MAP, + OPCODE_PIXEL_TRANSFER, + OPCODE_PIXEL_ZOOM, + OPCODE_POINT_SIZE, + OPCODE_POINT_PARAMETERS, + OPCODE_POLYGON_MODE, + OPCODE_POLYGON_STIPPLE, + OPCODE_POLYGON_OFFSET, + OPCODE_POP_ATTRIB, + OPCODE_POP_MATRIX, + OPCODE_POP_NAME, + OPCODE_PRIORITIZE_TEXTURE, + OPCODE_PUSH_ATTRIB, + OPCODE_PUSH_MATRIX, + OPCODE_PUSH_NAME, + OPCODE_RASTER_POS, + OPCODE_RECTF, + OPCODE_READ_BUFFER, + OPCODE_SCALE, + OPCODE_SCISSOR, + OPCODE_SELECT_TEXTURE_SGIS, + OPCODE_SELECT_TEXTURE_COORD_SET, + OPCODE_SHADE_MODEL, + OPCODE_STENCIL_FUNC, + OPCODE_STENCIL_MASK, + OPCODE_STENCIL_OP, + OPCODE_TEXENV, + OPCODE_TEXGEN, + OPCODE_TEXPARAMETER, + OPCODE_TEX_IMAGE1D, + OPCODE_TEX_IMAGE2D, + OPCODE_TEX_IMAGE3D, + OPCODE_TEX_SUB_IMAGE1D, + OPCODE_TEX_SUB_IMAGE2D, + OPCODE_TEX_SUB_IMAGE3D, + OPCODE_TRANSLATE, + OPCODE_VIEWPORT, + OPCODE_WINDOW_POS, + /* GL_ARB_multitexture */ + OPCODE_ACTIVE_TEXTURE, + OPCODE_CLIENT_ACTIVE_TEXTURE, + /* The following three are meta instructions */ + OPCODE_ERROR, /* raise compiled-in error */ + OPCODE_VERTEX_CASSETTE, /* render prebuilt vertex buffer */ + OPCODE_CONTINUE, + OPCODE_END_OF_LIST +} OpCode; + + +/* + * Each instruction in the display list is stored as a sequence of + * contiguous nodes in memory. + * Each node is the union of a variety of datatypes. + */ +union node { + OpCode opcode; + GLboolean b; + GLbitfield bf; + GLubyte ub; + GLshort s; + GLushort us; + GLint i; + GLuint ui; + GLenum e; + GLfloat f; + GLvoid *data; + void *next; /* If prev node's opcode==OPCODE_CONTINUE */ +}; + + + +/* Number of nodes of storage needed for each instruction: */ +static GLuint InstSize[ OPCODE_END_OF_LIST+1 ]; + + + +/**********************************************************************/ +/***** Private *****/ +/**********************************************************************/ + + +/* + * Allocate space for a display list instruction. + * Input: opcode - type of instruction + * argcount - number of arguments following the instruction + * Return: pointer to first node in the instruction + */ +static Node *alloc_instruction( GLcontext *ctx, OpCode opcode, GLint argcount ) +{ + Node *n, *newblock; + GLuint count = InstSize[opcode]; + + assert( (GLint) count == argcount+1 ); + + if (ctx->CurrentPos + count + 2 > BLOCK_SIZE) { + /* This block is full. Allocate a new block and chain to it */ + n = ctx->CurrentBlock + ctx->CurrentPos; + n[0].opcode = OPCODE_CONTINUE; + newblock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE ); + if (!newblock) { + gl_error( ctx, GL_OUT_OF_MEMORY, "Building display list" ); + return NULL; + } + n[1].next = (Node *) newblock; + ctx->CurrentBlock = newblock; + ctx->CurrentPos = 0; + } + + n = ctx->CurrentBlock + ctx->CurrentPos; + ctx->CurrentPos += count; + + n[0].opcode = opcode; + + return n; +} + + + +/* + * Make an empty display list. This is used by glGenLists() to + * reserver display list IDs. + */ +static Node *make_empty_list( void ) +{ + Node *n = (Node *) malloc( sizeof(Node) ); + n[0].opcode = OPCODE_END_OF_LIST; + return n; +} + + + +/* + * Destroy all nodes in a display list. + * Input: list - display list number + */ +void gl_destroy_list( GLcontext *ctx, GLuint list ) +{ + Node *n, *block; + GLboolean done; + + if (list==0) + return; + + block = (Node *) HashLookup(ctx->Shared->DisplayList, list); + n = block; + + done = block ? GL_FALSE : GL_TRUE; + while (!done) { + switch (n[0].opcode) { + /* special cases first */ + case OPCODE_VERTEX_CASSETTE: + if ( ! -- ((struct immediate *) n[1].data)->ref_count ) + gl_immediate_free( (struct immediate *) n[1].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_MAP1: + gl_free_control_points( ctx, n[1].e, (GLfloat *) n[6].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_MAP2: + gl_free_control_points( ctx, n[1].e, (GLfloat *) n[10].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_DRAW_PIXELS: + gl_free_image( (struct gl_image *) n[1].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_BITMAP: + gl_free_image( (struct gl_image *) n[7].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_COLOR_TABLE: + gl_free_image( (struct gl_image *) n[3].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_COLOR_SUB_TABLE: + gl_free_image( (struct gl_image *) n[3].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_POLYGON_STIPPLE: + free( n[1].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_TEX_IMAGE1D: + gl_free_image( (struct gl_image *) n[8].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_TEX_IMAGE2D: + gl_free_image( (struct gl_image *) n[9].data ); + n += InstSize[n[0].opcode]; + break; + case OPCODE_TEX_SUB_IMAGE1D: + { + struct gl_image *image; + image = (struct gl_image *) n[7].data; + gl_free_image( image ); + } + break; + case OPCODE_TEX_SUB_IMAGE2D: + { + struct gl_image *image; + image = (struct gl_image *) n[9].data; + gl_free_image( image ); + } + break; + case OPCODE_CONTINUE: + n = (Node *) n[1].next; + free( block ); + block = n; + break; + case OPCODE_END_OF_LIST: + free( block ); + done = GL_TRUE; + break; + default: + /* Most frequent case */ + n += InstSize[n[0].opcode]; + break; + } + } + + HashRemove(ctx->Shared->DisplayList, list); +} + + + +/* + * Translate the nth element of list from type to GLuint. + */ +static GLuint translate_id( GLsizei n, GLenum type, const GLvoid *list ) +{ + GLbyte *bptr; + GLubyte *ubptr; + GLshort *sptr; + GLushort *usptr; + GLint *iptr; + GLuint *uiptr; + GLfloat *fptr; + + switch (type) { + case GL_BYTE: + bptr = (GLbyte *) list; + return (GLuint) *(bptr+n); + case GL_UNSIGNED_BYTE: + ubptr = (GLubyte *) list; + return (GLuint) *(ubptr+n); + case GL_SHORT: + sptr = (GLshort *) list; + return (GLuint) *(sptr+n); + case GL_UNSIGNED_SHORT: + usptr = (GLushort *) list; + return (GLuint) *(usptr+n); + case GL_INT: + iptr = (GLint *) list; + return (GLuint) *(iptr+n); + case GL_UNSIGNED_INT: + uiptr = (GLuint *) list; + return (GLuint) *(uiptr+n); + case GL_FLOAT: + fptr = (GLfloat *) list; + return (GLuint) *(fptr+n); + case GL_2_BYTES: + ubptr = ((GLubyte *) list) + 2*n; + return (GLuint) *ubptr * 256 + (GLuint) *(ubptr+1); + case GL_3_BYTES: + ubptr = ((GLubyte *) list) + 3*n; + return (GLuint) *ubptr * 65536 + + (GLuint) *(ubptr+1) * 256 + + (GLuint) *(ubptr+2); + case GL_4_BYTES: + ubptr = ((GLubyte *) list) + 4*n; + return (GLuint) *ubptr * 16777216 + + (GLuint) *(ubptr+1) * 65536 + + (GLuint) *(ubptr+2) * 256 + + (GLuint) *(ubptr+3); + default: + return 0; + } +} + + + + +/**********************************************************************/ +/***** Public *****/ +/**********************************************************************/ + +void gl_init_lists( void ) +{ + static int init_flag = 0; + + if (init_flag==0) { + InstSize[OPCODE_ACCUM] = 3; + InstSize[OPCODE_ALPHA_FUNC] = 3; + InstSize[OPCODE_BIND_TEXTURE] = 3; + InstSize[OPCODE_BITMAP] = 8; + InstSize[OPCODE_BLEND_COLOR] = 5; + InstSize[OPCODE_BLEND_EQUATION] = 2; + InstSize[OPCODE_BLEND_FUNC] = 3; + InstSize[OPCODE_BLEND_FUNC_SEPARATE] = 5; + InstSize[OPCODE_CALL_LIST] = 2; + InstSize[OPCODE_CALL_LIST_OFFSET] = 2; + InstSize[OPCODE_CLEAR] = 2; + InstSize[OPCODE_CLEAR_ACCUM] = 5; + InstSize[OPCODE_CLEAR_COLOR] = 5; + InstSize[OPCODE_CLEAR_DEPTH] = 2; + InstSize[OPCODE_CLEAR_INDEX] = 2; + InstSize[OPCODE_CLEAR_STENCIL] = 2; + InstSize[OPCODE_CLIP_PLANE] = 6; + InstSize[OPCODE_COLOR_MASK] = 5; + InstSize[OPCODE_COLOR_MATERIAL] = 3; + InstSize[OPCODE_COLOR_TABLE] = 4; + InstSize[OPCODE_COLOR_SUB_TABLE] = 4; + InstSize[OPCODE_COPY_PIXELS] = 6; + InstSize[OPCODE_COPY_TEX_IMAGE1D] = 8; + InstSize[OPCODE_COPY_TEX_IMAGE2D] = 9; + InstSize[OPCODE_COPY_TEX_SUB_IMAGE1D] = 7; + InstSize[OPCODE_COPY_TEX_SUB_IMAGE2D] = 9; + InstSize[OPCODE_COPY_TEX_SUB_IMAGE3D] = 10; + InstSize[OPCODE_CULL_FACE] = 2; + InstSize[OPCODE_DEPTH_FUNC] = 2; + InstSize[OPCODE_DEPTH_MASK] = 2; + InstSize[OPCODE_DEPTH_RANGE] = 3; + InstSize[OPCODE_DISABLE] = 2; + InstSize[OPCODE_DRAW_BUFFER] = 2; + InstSize[OPCODE_DRAW_PIXELS] = 2; + InstSize[OPCODE_ENABLE] = 2; + InstSize[OPCODE_EVALCOORD1] = 2; + InstSize[OPCODE_EVALCOORD2] = 3; + InstSize[OPCODE_EVALMESH1] = 4; + InstSize[OPCODE_EVALMESH2] = 6; + InstSize[OPCODE_EVALPOINT1] = 2; + InstSize[OPCODE_EVALPOINT2] = 3; + InstSize[OPCODE_FOG] = 6; + InstSize[OPCODE_FRONT_FACE] = 2; + InstSize[OPCODE_FRUSTUM] = 7; + InstSize[OPCODE_HINT] = 3; + InstSize[OPCODE_INDEX_MASK] = 2; + InstSize[OPCODE_INIT_NAMES] = 1; + InstSize[OPCODE_LIGHT] = 7; + InstSize[OPCODE_LIGHT_MODEL] = 6; + InstSize[OPCODE_LINE_STIPPLE] = 3; + InstSize[OPCODE_LINE_WIDTH] = 2; + InstSize[OPCODE_LIST_BASE] = 2; + InstSize[OPCODE_LOAD_IDENTITY] = 1; + InstSize[OPCODE_LOAD_MATRIX] = 17; + InstSize[OPCODE_LOAD_NAME] = 2; + InstSize[OPCODE_LOGIC_OP] = 2; + InstSize[OPCODE_MAP1] = 7; + InstSize[OPCODE_MAP2] = 11; + InstSize[OPCODE_MAPGRID1] = 4; + InstSize[OPCODE_MAPGRID2] = 7; + InstSize[OPCODE_MATRIX_MODE] = 2; + InstSize[OPCODE_MULT_MATRIX] = 17; + InstSize[OPCODE_ORTHO] = 7; + InstSize[OPCODE_PASSTHROUGH] = 2; + InstSize[OPCODE_PIXEL_MAP] = 4; + InstSize[OPCODE_PIXEL_TRANSFER] = 3; + InstSize[OPCODE_PIXEL_ZOOM] = 3; + InstSize[OPCODE_POINT_SIZE] = 2; + InstSize[OPCODE_POINT_PARAMETERS] = 5; + InstSize[OPCODE_POLYGON_MODE] = 3; + InstSize[OPCODE_POLYGON_STIPPLE] = 2; + InstSize[OPCODE_POLYGON_OFFSET] = 3; + InstSize[OPCODE_POP_ATTRIB] = 1; + InstSize[OPCODE_POP_MATRIX] = 1; + InstSize[OPCODE_POP_NAME] = 1; + InstSize[OPCODE_PRIORITIZE_TEXTURE] = 3; + InstSize[OPCODE_PUSH_ATTRIB] = 2; + InstSize[OPCODE_PUSH_MATRIX] = 1; + InstSize[OPCODE_PUSH_NAME] = 2; + InstSize[OPCODE_RASTER_POS] = 5; + InstSize[OPCODE_RECTF] = 5; + InstSize[OPCODE_READ_BUFFER] = 2; + InstSize[OPCODE_SCALE] = 4; + InstSize[OPCODE_SCISSOR] = 5; + InstSize[OPCODE_STENCIL_FUNC] = 4; + InstSize[OPCODE_STENCIL_MASK] = 2; + InstSize[OPCODE_STENCIL_OP] = 4; + InstSize[OPCODE_SHADE_MODEL] = 2; + InstSize[OPCODE_TEXENV] = 7; + InstSize[OPCODE_TEXGEN] = 7; + InstSize[OPCODE_TEXPARAMETER] = 7; + InstSize[OPCODE_TEX_IMAGE1D] = 9; + InstSize[OPCODE_TEX_IMAGE2D] = 10; + InstSize[OPCODE_TEX_IMAGE3D] = 11; + InstSize[OPCODE_TEX_SUB_IMAGE1D] = 8; + InstSize[OPCODE_TEX_SUB_IMAGE2D] = 10; + InstSize[OPCODE_TEX_SUB_IMAGE3D] = 12; + InstSize[OPCODE_TRANSLATE] = 4; + InstSize[OPCODE_VIEWPORT] = 5; + InstSize[OPCODE_WINDOW_POS] = 5; + InstSize[OPCODE_CONTINUE] = 2; + InstSize[OPCODE_ERROR] = 3; + InstSize[OPCODE_VERTEX_CASSETTE] = 2; + InstSize[OPCODE_END_OF_LIST] = 1; + /* GL_ARB_multitexture */ + InstSize[OPCODE_ACTIVE_TEXTURE] = 2; + InstSize[OPCODE_CLIENT_ACTIVE_TEXTURE] = 2; + } + init_flag = 1; +} + + +/* + * Display List compilation functions + */ + + + +static void save_Accum( GLcontext *ctx, GLenum op, GLfloat value ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_ACCUM, 2 ); + if (n) { + n[1].e = op; + n[2].f = value; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Accum)( ctx, op, value ); + } +} + + +static void save_AlphaFunc( GLcontext *ctx, GLenum func, GLclampf ref ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_ALPHA_FUNC, 2 ); + if (n) { + n[1].e = func; + n[2].f = (GLfloat) ref; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.AlphaFunc)( ctx, func, ref ); + } +} + +static void save_BindTexture( GLcontext *ctx, GLenum target, GLuint texture ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BIND_TEXTURE, 2 ); + if (n) { + n[1].e = target; + n[2].ui = texture; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.BindTexture)( ctx, target, texture ); + } +} + + +static void save_Bitmap( GLcontext *ctx, + GLsizei width, GLsizei height, + GLfloat xorig, GLfloat yorig, + GLfloat xmove, GLfloat ymove, + const GLubyte *bitmap, + const struct gl_pixelstore_attrib *packing ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BITMAP, 7 ); + if (n) { + struct gl_image *image = gl_unpack_bitmap( ctx, width, height, + bitmap, packing ); + if (image) { + image->RefCount = 1; + } + n[1].i = (GLint) width; + n[2].i = (GLint) height; + n[3].f = xorig; + n[4].f = yorig; + n[5].f = xmove; + n[6].f = ymove; + n[7].data = (void *) image; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Bitmap)( ctx, width, height, + xorig, yorig, xmove, ymove, bitmap, packing ); + } +} + + +static void save_BlendEquation( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BLEND_EQUATION, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.BlendEquation)( ctx, mode ); + } +} + + +static void save_BlendFunc( GLcontext *ctx, GLenum sfactor, GLenum dfactor ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BLEND_FUNC, 2 ); + if (n) { + n[1].e = sfactor; + n[2].e = dfactor; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.BlendFunc)( ctx, sfactor, dfactor ); + } +} + + +static void save_BlendFuncSeparate( GLcontext *ctx, + GLenum sfactorRGB, GLenum dfactorRGB, + GLenum sfactorA, GLenum dfactorA) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BLEND_FUNC_SEPARATE, 4 ); + if (n) { + n[1].e = sfactorRGB; + n[2].e = dfactorRGB; + n[3].e = sfactorA; + n[4].e = dfactorA; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.BlendFuncSeparate)( ctx, sfactorRGB, dfactorRGB, + sfactorA, dfactorA); + } +} + + +static void save_BlendColor( GLcontext *ctx, GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_BLEND_COLOR, 4 ); + if (n) { + n[1].f = red; + n[2].f = green; + n[3].f = blue; + n[4].f = alpha; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.BlendColor)( ctx, red, green, blue, alpha ); + } +} + + +static void save_CallList( GLcontext *ctx, GLuint list ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CALL_LIST, 1 ); + if (n) { + n[1].ui = list; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CallList)( ctx, list ); + } +} + + +static void save_CallLists( GLcontext *ctx, + GLsizei n, GLenum type, const GLvoid *lists ) +{ + GLint i; + FLUSH_VB(ctx, "dlist"); + + for (i=0;iExecuteFlag) { + (*ctx->Exec.CallLists)( ctx, n, type, lists ); + } +} + + +static void save_Clear( GLcontext *ctx, GLbitfield mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR, 1 ); + if (n) { + n[1].bf = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Clear)( ctx, mask ); + } +} + + +static void save_ClearAccum( GLcontext *ctx, GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR_ACCUM, 4 ); + if (n) { + n[1].f = red; + n[2].f = green; + n[3].f = blue; + n[4].f = alpha; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClearAccum)( ctx, red, green, blue, alpha ); + } +} + + +static void save_ClearColor( GLcontext *ctx, GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR_COLOR, 4 ); + if (n) { + n[1].f = red; + n[2].f = green; + n[3].f = blue; + n[4].f = alpha; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClearColor)( ctx, red, green, blue, alpha ); + } +} + + +static void save_ClearDepth( GLcontext *ctx, GLclampd depth ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR_DEPTH, 1 ); + if (n) { + n[1].f = (GLfloat) depth; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClearDepth)( ctx, depth ); + } +} + + +static void save_ClearIndex( GLcontext *ctx, GLfloat c ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR_INDEX, 1 ); + if (n) { + n[1].f = c; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClearIndex)( ctx, c ); + } +} + + +static void save_ClearStencil( GLcontext *ctx, GLint s ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLEAR_STENCIL, 1 ); + if (n) { + n[1].i = s; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClearStencil)( ctx, s ); + } +} + + +static void save_ClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *equ ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLIP_PLANE, 5 ); + if (n) { + n[1].e = plane; + n[2].f = equ[0]; + n[3].f = equ[1]; + n[4].f = equ[2]; + n[5].f = equ[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClipPlane)( ctx, plane, equ ); + } +} + + + +static void save_ColorMask( GLcontext *ctx, GLboolean red, GLboolean green, + GLboolean blue, GLboolean alpha ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COLOR_MASK, 4 ); + if (n) { + n[1].b = red; + n[2].b = green; + n[3].b = blue; + n[4].b = alpha; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ColorMask)( ctx, red, green, blue, alpha ); + } +} + + +static void save_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COLOR_MATERIAL, 2 ); + if (n) { + n[1].e = face; + n[2].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ColorMaterial)( ctx, face, mode ); + } +} + + +static void save_ColorTable( GLcontext *ctx, GLenum target, GLenum internalFormat, + struct gl_image *table ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COLOR_TABLE, 3 ); + if (n) { + n[1].e = target; + n[2].e = internalFormat; + n[3].data = (GLvoid *) table; + if (table) { + /* must retain this image */ + table->RefCount = 1; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ColorTable)( ctx, target, internalFormat, table ); + } +} + + +static void save_ColorSubTable( GLcontext *ctx, GLenum target, + GLsizei start, struct gl_image *data ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COLOR_SUB_TABLE, 3 ); + if (n) { + n[1].e = target; + n[2].i = start; + n[3].data = (GLvoid *) data; + if (data) { + /* must retain this image */ + data->RefCount = 1; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ColorSubTable)( ctx, target, start, data ); + } +} + + + +static void save_CopyPixels( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height, GLenum type ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_PIXELS, 5 ); + if (n) { + n[1].i = x; + n[2].i = y; + n[3].i = (GLint) width; + n[4].i = (GLint) height; + n[5].e = type; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyPixels)( ctx, x, y, width, height, type ); + } +} + + + +static void save_CopyTexImage1D( GLcontext *ctx, + GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, GLsizei width, + GLint border ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_TEX_IMAGE1D, 7 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].e = internalformat; + n[4].i = x; + n[5].i = y; + n[6].i = width; + n[7].i = border; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyTexImage1D)( ctx, target, level, internalformat, + x, y, width, border ); + } +} + + +static void save_CopyTexImage2D( GLcontext *ctx, + GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, GLsizei width, + GLsizei height, GLint border ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_TEX_IMAGE2D, 8 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].e = internalformat; + n[4].i = x; + n[5].i = y; + n[6].i = width; + n[7].i = height; + n[8].i = border; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyTexImage2D)( ctx, target, level, internalformat, + x, y, width, height, border ); + } +} + + + +static void save_CopyTexSubImage1D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, + GLsizei width ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_TEX_SUB_IMAGE1D, 6 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = x; + n[5].i = y; + n[6].i = width; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyTexSubImage1D)( ctx, target, level, xoffset, x, y, width ); + } +} + + +static void save_CopyTexSubImage2D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLint height ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_TEX_SUB_IMAGE2D, 8 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = yoffset; + n[5].i = x; + n[6].i = y; + n[7].i = width; + n[8].i = height; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyTexSubImage2D)( ctx, target, level, xoffset, yoffset, + x, y, width, height ); + } +} + + +static void save_CopyTexSubImage3DEXT( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLint x, GLint y, + GLsizei width, GLint height ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_COPY_TEX_SUB_IMAGE3D, 9 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = yoffset; + n[5].i = zoffset; + n[6].i = x; + n[7].i = y; + n[8].i = width; + n[9].i = height; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CopyTexSubImage3DEXT)( ctx, target, level, xoffset, yoffset, zoffset, + x, y, width, height ); + } +} + + +static void save_CullFace( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CULL_FACE, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.CullFace)( ctx, mode ); + } +} + + +static void save_DepthFunc( GLcontext *ctx, GLenum func ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DEPTH_FUNC, 1 ); + if (n) { + n[1].e = func; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.DepthFunc)( ctx, func ); + } +} + + +static void save_DepthMask( GLcontext *ctx, GLboolean mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DEPTH_MASK, 1 ); + if (n) { + n[1].b = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.DepthMask)( ctx, mask ); + } +} + + +static void save_DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DEPTH_RANGE, 2 ); + if (n) { + n[1].f = (GLfloat) nearval; + n[2].f = (GLfloat) farval; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.DepthRange)( ctx, nearval, farval ); + } +} + + +static void save_Disable( GLcontext *ctx, GLenum cap ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DISABLE, 1 ); + if (n) { + n[1].e = cap; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Disable)( ctx, cap ); + } +} + + +static void save_DrawBuffer( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DRAW_BUFFER, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.DrawBuffer)( ctx, mode ); + } +} + + +static void save_DrawPixels( GLcontext *ctx, struct gl_image *image ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_DRAW_PIXELS, 1 ); + if (n) { + n[1].data = (GLvoid *) image; + } + if (image) { + image->RefCount = 1; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.DrawPixels)( ctx, image ); + } +} + + + +static void save_Enable( GLcontext *ctx, GLenum cap ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_ENABLE, 1 ); + if (n) { + n[1].e = cap; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Enable)( ctx, cap ); + } +} + + + +static void save_EvalMesh1( GLcontext *ctx, + GLenum mode, GLint i1, GLint i2 ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_EVALMESH1, 3 ); + if (n) { + n[1].e = mode; + n[2].i = i1; + n[3].i = i2; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.EvalMesh1)( ctx, mode, i1, i2 ); + } +} + + +static void save_EvalMesh2( GLcontext *ctx, + GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_EVALMESH2, 5 ); + if (n) { + n[1].e = mode; + n[2].i = i1; + n[3].i = i2; + n[4].i = j1; + n[5].i = j2; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.EvalMesh2)( ctx, mode, i1, i2, j1, j2 ); + } +} + + + + +static void save_Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *params ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_FOG, 5 ); + if (n) { + n[1].e = pname; + n[2].f = params[0]; + n[3].f = params[1]; + n[4].f = params[2]; + n[5].f = params[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Fogfv)( ctx, pname, params ); + } +} + + +static void save_FrontFace( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_FRONT_FACE, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.FrontFace)( ctx, mode ); + } +} + + +static void save_Frustum( GLcontext *ctx, GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble nearval, GLdouble farval ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_FRUSTUM, 6 ); + if (n) { + n[1].f = left; + n[2].f = right; + n[3].f = bottom; + n[4].f = top; + n[5].f = nearval; + n[6].f = farval; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Frustum)( ctx, left, right, bottom, top, nearval, farval ); + } +} + + +static GLboolean save_Hint( GLcontext *ctx, GLenum target, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_HINT, 2 ); + if (n) { + n[1].e = target; + n[2].e = mode; + } + if (ctx->ExecuteFlag) { + return (*ctx->Exec.Hint)( ctx, target, mode ); + } + return GL_TRUE; /* not queried */ +} + + + +static void save_IndexMask( GLcontext *ctx, GLuint mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_INDEX_MASK, 1 ); + if (n) { + n[1].ui = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.IndexMask)( ctx, mask ); + } +} + + +static void save_InitNames( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_INIT_NAMES, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.InitNames)( ctx ); + } +} + + +static void save_Lightfv( GLcontext *ctx, GLenum light, GLenum pname, + const GLfloat *params, GLint numparams ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LIGHT, 6 ); + if (OPCODE_LIGHT) { + GLint i; + n[1].e = light; + n[2].e = pname; + for (i=0;iExecuteFlag) { + (*ctx->Exec.Lightfv)( ctx, light, pname, params, numparams ); + } +} + + +static void save_LightModelfv( GLcontext *ctx, + GLenum pname, const GLfloat *params ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LIGHT_MODEL, 5 ); + if (n) { + n[1].e = pname; + n[2].f = params[0]; + n[3].f = params[1]; + n[4].f = params[2]; + n[5].f = params[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LightModelfv)( ctx, pname, params ); + } +} + + +static void save_LineStipple( GLcontext *ctx, GLint factor, GLushort pattern ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LINE_STIPPLE, 2 ); + if (n) { + n[1].i = factor; + n[2].us = pattern; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LineStipple)( ctx, factor, pattern ); + } +} + + +static void save_LineWidth( GLcontext *ctx, GLfloat width ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LINE_WIDTH, 1 ); + if (n) { + n[1].f = width; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LineWidth)( ctx, width ); + } +} + + +static void save_ListBase( GLcontext *ctx, GLuint base ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LIST_BASE, 1 ); + if (n) { + n[1].ui = base; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ListBase)( ctx, base ); + } +} + + +static void save_LoadIdentity( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_LOAD_IDENTITY, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.LoadIdentity)( ctx ); + } +} + + +static void save_LoadMatrixf( GLcontext *ctx, const GLfloat *m ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LOAD_MATRIX, 16 ); + if (n) { + GLuint i; + for (i=0;i<16;i++) { + n[1+i].f = m[i]; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LoadMatrixf)( ctx, m ); + } +} + + +static void save_LoadName( GLcontext *ctx, GLuint name ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LOAD_NAME, 1 ); + if (n) { + n[1].ui = name; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LoadName)( ctx, name ); + } +} + + +static void save_LogicOp( GLcontext *ctx, GLenum opcode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_LOGIC_OP, 1 ); + if (n) { + n[1].e = opcode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.LogicOp)( ctx, opcode ); + } +} + + +static void save_Map1f( GLcontext *ctx, + GLenum target, GLfloat u1, GLfloat u2, GLint stride, + GLint order, const GLfloat *points, GLboolean retain ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MAP1, 6 ); + if (n) { + n[1].e = target; + n[2].f = u1; + n[3].f = u2; + n[4].i = stride; + n[5].i = order; + n[6].data = (void *) points; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Map1f)( ctx, target, u1, u2, stride, order, points, GL_TRUE ); + } + (void) retain; +} + + +static void save_Map2f( GLcontext *ctx, GLenum target, + GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, + GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, + const GLfloat *points, GLboolean retain ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MAP2, 10 ); + if (n) { + n[1].e = target; + n[2].f = u1; + n[3].f = u2; + n[4].f = v1; + n[5].f = v2; + n[6].i = ustride; + n[7].i = vstride; + n[8].i = uorder; + n[9].i = vorder; + n[10].data = (void *) points; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Map2f)( ctx, target, + u1, u2, ustride, uorder, + v1, v2, vstride, vorder, points, GL_TRUE ); + } + (void) retain; +} + + +static void save_MapGrid1f( GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2 ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MAPGRID1, 3 ); + if (n) { + n[1].i = un; + n[2].f = u1; + n[3].f = u2; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.MapGrid1f)( ctx, un, u1, u2 ); + } +} + + +static void save_MapGrid2f( GLcontext *ctx, + GLint un, GLfloat u1, GLfloat u2, + GLint vn, GLfloat v1, GLfloat v2 ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MAPGRID2, 6 ); + if (n) { + n[1].i = un; + n[2].f = u1; + n[3].f = u2; + n[4].i = vn; + n[5].f = v1; + n[6].f = v2; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.MapGrid2f)( ctx, un, u1, u2, vn, v1, v2 ); + } +} + + +static void save_MatrixMode( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MATRIX_MODE, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.MatrixMode)( ctx, mode ); + } +} + + +static void save_MultMatrixf( GLcontext *ctx, const GLfloat *m ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_MULT_MATRIX, 16 ); + if (n) { + GLuint i; + for (i=0;i<16;i++) { + n[1+i].f = m[i]; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.MultMatrixf)( ctx, m ); + } +} + + +static void save_NewList( GLcontext *ctx, GLuint list, GLenum mode ) +{ + /* It's an error to call this function while building a display list */ + gl_error( ctx, GL_INVALID_OPERATION, "glNewList" ); + (void) list; + (void) mode; +} + + + +static void save_Ortho( GLcontext *ctx, GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble nearval, GLdouble farval ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_ORTHO, 6 ); + if (n) { + n[1].f = left; + n[2].f = right; + n[3].f = bottom; + n[4].f = top; + n[5].f = nearval; + n[6].f = farval; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Ortho)( ctx, left, right, bottom, top, nearval, farval ); + } +} + + +static void save_PixelMapfv( GLcontext *ctx, + GLenum map, GLint mapsize, const GLfloat *values ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PIXEL_MAP, 3 ); + if (n) { + n[1].e = map; + n[2].i = mapsize; + n[3].data = (void *) malloc( mapsize * sizeof(GLfloat) ); + MEMCPY( n[3].data, (void *) values, mapsize * sizeof(GLfloat) ); + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PixelMapfv)( ctx, map, mapsize, values ); + } +} + + +static void save_PixelTransferf( GLcontext *ctx, GLenum pname, GLfloat param ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PIXEL_TRANSFER, 2 ); + if (n) { + n[1].e = pname; + n[2].f = param; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PixelTransferf)( ctx, pname, param ); + } +} + + +static void save_PixelZoom( GLcontext *ctx, GLfloat xfactor, GLfloat yfactor ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PIXEL_ZOOM, 2 ); + if (n) { + n[1].f = xfactor; + n[2].f = yfactor; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PixelZoom)( ctx, xfactor, yfactor ); + } +} + + +static void save_PointParameterfvEXT( GLcontext *ctx, GLenum pname, + const GLfloat *params) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_POINT_PARAMETERS, 4 ); + if (n) { + n[1].e = pname; + n[2].f = params[0]; + n[3].f = params[1]; + n[4].f = params[2]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PointParameterfvEXT)( ctx, pname, params ); + } +} + + +static void save_PointSize( GLcontext *ctx, GLfloat size ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_POINT_SIZE, 1 ); + if (n) { + n[1].f = size; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PointSize)( ctx, size ); + } +} + + +static void save_PolygonMode( GLcontext *ctx, GLenum face, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_POLYGON_MODE, 2 ); + if (n) { + n[1].e = face; + n[2].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PolygonMode)( ctx, face, mode ); + } +} + + +/* + * Polygon stipple must have been upacked already! + */ +static void save_PolygonStipple( GLcontext *ctx, const GLuint *pattern ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_POLYGON_STIPPLE, 1 ); + if (n) { + void *data; + n[1].data = malloc( 32 * 4 ); + data = n[1].data; /* This needed for Acorn compiler */ + MEMCPY( data, pattern, 32 * 4 ); + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PolygonStipple)( ctx, pattern ); + } +} + + +static void save_PolygonOffset( GLcontext *ctx, GLfloat factor, GLfloat units ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_POLYGON_OFFSET, 2 ); + if (n) { + n[1].f = factor; + n[2].f = units; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PolygonOffset)( ctx, factor, units ); + } +} + + +static void save_PopAttrib( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_POP_ATTRIB, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.PopAttrib)( ctx ); + } +} + + +static void save_PopMatrix( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_POP_MATRIX, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.PopMatrix)( ctx ); + } +} + + +static void save_PopName( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_POP_NAME, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.PopName)( ctx ); + } +} + + +static void save_PrioritizeTextures( GLcontext *ctx, + GLsizei num, const GLuint *textures, + const GLclampf *priorities ) +{ + GLint i; + FLUSH_VB(ctx, "dlist"); + + for (i=0;iExecuteFlag) { + (*ctx->Exec.PrioritizeTextures)( ctx, num, textures, priorities ); + } +} + + +static void save_PushAttrib( GLcontext *ctx, GLbitfield mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PUSH_ATTRIB, 1 ); + if (n) { + n[1].bf = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PushAttrib)( ctx, mask ); + } +} + + +static void save_PushMatrix( GLcontext *ctx ) +{ + FLUSH_VB(ctx, "dlist"); + (void) alloc_instruction( ctx, OPCODE_PUSH_MATRIX, 0 ); + if (ctx->ExecuteFlag) { + (*ctx->Exec.PushMatrix)( ctx ); + } +} + + +static void save_PushName( GLcontext *ctx, GLuint name ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PUSH_NAME, 1 ); + if (n) { + n[1].ui = name; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PushName)( ctx, name ); + } +} + + +static void save_RasterPos4f( GLcontext *ctx, + GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_RASTER_POS, 4 ); + if (n) { + n[1].f = x; + n[2].f = y; + n[3].f = z; + n[4].f = w; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.RasterPos4f)( ctx, x, y, z, w ); + } +} + + +static void save_PassThrough( GLcontext *ctx, GLfloat token ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_PASSTHROUGH, 1 ); + if (n) { + n[1].f = token; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.PassThrough)( ctx, token ); + } +} + + +static void save_ReadBuffer( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_READ_BUFFER, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ReadBuffer)( ctx, mode ); + } +} + + +static void save_Rectf( GLcontext *ctx, + GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_RECTF, 4 ); + if (n) { + n[1].f = x1; + n[2].f = y1; + n[3].f = x2; + n[4].f = y2; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Rectf)( ctx, x1, y1, x2, y2 ); + } +} + + +static void save_Rotatef( GLcontext *ctx, GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat m[16]; + gl_rotation_matrix( angle, x, y, z, m ); + save_MultMatrixf( ctx, m ); /* save and maybe execute */ +} + + +static void save_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_SCALE, 3 ); + if (n) { + n[1].f = x; + n[2].f = y; + n[3].f = z; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Scalef)( ctx, x, y, z ); + } +} + + +static void save_Scissor( GLcontext *ctx, + GLint x, GLint y, GLsizei width, GLsizei height ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_SCISSOR, 4 ); + if (n) { + n[1].i = x; + n[2].i = y; + n[3].i = width; + n[4].i = height; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Scissor)( ctx, x, y, width, height ); + } +} + + +static void save_ShadeModel( GLcontext *ctx, GLenum mode ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_SHADE_MODEL, 1 ); + if (n) { + n[1].e = mode; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ShadeModel)( ctx, mode ); + } +} + + +static void save_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_STENCIL_FUNC, 3 ); + if (n) { + n[1].e = func; + n[2].i = ref; + n[3].ui = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.StencilFunc)( ctx, func, ref, mask ); + } +} + + +static void save_StencilMask( GLcontext *ctx, GLuint mask ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_STENCIL_MASK, 1 ); + if (n) { + n[1].ui = mask; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.StencilMask)( ctx, mask ); + } +} + + +static void save_StencilOp( GLcontext *ctx, + GLenum fail, GLenum zfail, GLenum zpass ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_STENCIL_OP, 3 ); + if (n) { + n[1].e = fail; + n[2].e = zfail; + n[3].e = zpass; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.StencilOp)( ctx, fail, zfail, zpass ); + } +} + + + + +static void save_TexEnvfv( GLcontext *ctx, + GLenum target, GLenum pname, const GLfloat *params ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEXENV, 6 ); + if (n) { + n[1].e = target; + n[2].e = pname; + n[3].f = params[0]; + n[4].f = params[1]; + n[5].f = params[2]; + n[6].f = params[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexEnvfv)( ctx, target, pname, params ); + } +} + + +static void save_TexGenfv( GLcontext *ctx, + GLenum coord, GLenum pname, const GLfloat *params ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEXGEN, 6 ); + if (n) { + n[1].e = coord; + n[2].e = pname; + n[3].f = params[0]; + n[4].f = params[1]; + n[5].f = params[2]; + n[6].f = params[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexGenfv)( ctx, coord, pname, params ); + } +} + + +static void save_TexParameterfv( GLcontext *ctx, GLenum target, + GLenum pname, const GLfloat *params ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEXPARAMETER, 6 ); + if (n) { + n[1].e = target; + n[2].e = pname; + n[3].f = params[0]; + n[4].f = params[1]; + n[5].f = params[2]; + n[6].f = params[3]; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexParameterfv)( ctx, target, pname, params ); + } +} + + +static void save_TexImage1D( GLcontext *ctx, GLenum target, + GLint level, GLint components, + GLsizei width, GLint border, + GLenum format, GLenum type, + struct gl_image *teximage ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_IMAGE1D, 8 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = components; + n[4].i = (GLint) width; + n[5].i = border; + n[6].e = format; + n[7].e = type; + n[8].data = teximage; + if (teximage) { + /* this prevents gl_TexImage2D() from freeing the image */ + teximage->RefCount = 1; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexImage1D)( ctx, target, level, components, width, + border, format, type, teximage ); + } +} + + +static void save_TexImage2D( GLcontext *ctx, GLenum target, + GLint level, GLint components, + GLsizei width, GLsizei height, GLint border, + GLenum format, GLenum type, + struct gl_image *teximage ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_IMAGE2D, 9 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = components; + n[4].i = (GLint) width; + n[5].i = (GLint) height; + n[6].i = border; + n[7].e = format; + n[8].e = type; + n[9].data = teximage; + if (teximage) { + /* this prevents gl_TexImage2D() from freeing the image */ + teximage->RefCount = 1; + } + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexImage2D)( ctx, target, level, components, width, + height, border, format, type, teximage ); + } +} + + +static void save_TexImage3DEXT( GLcontext *ctx, GLenum target, + GLint level, GLint components, + GLsizei width, GLsizei height, GLsizei depth, + GLint border, + GLenum format, GLenum type, + struct gl_image *teximage ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_IMAGE3D, 10 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = components; + n[4].i = (GLint) width; + n[5].i = (GLint) height; + n[6].i = (GLint) depth; + n[7].i = border; + n[8].e = format; + n[9].e = type; + n[10].data = teximage; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexImage3DEXT)( ctx, target, level, components, width, + height, depth, border, format, type, teximage ); + } +} + + +static void save_TexSubImage1D( GLcontext *ctx, + GLenum target, GLint level, GLint xoffset, + GLsizei width, GLenum format, GLenum type, + struct gl_image *image ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_SUB_IMAGE1D, 7 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = (GLint) width; + n[5].e = format; + n[6].e = type; + n[7].data = image; + if (image) + image->RefCount = 1; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexSubImage1D)( ctx, target, level, xoffset, width, + format, type, image ); + } +} + + +static void save_TexSubImage2D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + struct gl_image *image ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_SUB_IMAGE2D, 9 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = yoffset; + n[5].i = (GLint) width; + n[6].i = (GLint) height; + n[7].e = format; + n[8].e = type; + n[9].data = image; + if (image) + image->RefCount = 1; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexSubImage2D)( ctx, target, level, xoffset, yoffset, + width, height, format, type, image ); + } +} + + +static void save_TexSubImage3DEXT( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset,GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, + GLenum format, GLenum type, + struct gl_image *image ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TEX_SUB_IMAGE3D, 11 ); + if (n) { + n[1].e = target; + n[2].i = level; + n[3].i = xoffset; + n[4].i = yoffset; + n[5].i = zoffset; + n[6].i = (GLint) width; + n[7].i = (GLint) height; + n[8].i = (GLint) depth; + n[9].e = format; + n[10].e = type; + n[11].data = image; + if (image) + image->RefCount = 1; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.TexSubImage3DEXT)( ctx, target, level, xoffset, yoffset, zoffset, + width, height, depth, format, type, image ); + } +} + + +static void save_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_TRANSLATE, 3 ); + if (n) { + n[1].f = x; + n[2].f = y; + n[3].f = z; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Translatef)( ctx, x, y, z ); + } +} + + + +static void save_Viewport( GLcontext *ctx, + GLint x, GLint y, GLsizei width, GLsizei height ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_VIEWPORT, 4 ); + if (n) { + n[1].i = x; + n[2].i = y; + n[3].i = (GLint) width; + n[4].i = (GLint) height; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.Viewport)( ctx, x, y, width, height ); + } +} + + +static void save_WindowPos4fMESA( GLcontext *ctx, + GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_WINDOW_POS, 4 ); + if (n) { + n[1].f = x; + n[2].f = y; + n[3].f = z; + n[4].f = w; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.WindowPos4fMESA)( ctx, x, y, z, w ); + } +} + + + + + + +/* GL_ARB_multitexture */ +static void save_ActiveTexture( GLcontext *ctx, GLenum target ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_ACTIVE_TEXTURE, 1 ); + if (n) { + n[1].e = target; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ActiveTexture)( ctx, target ); + } +} + + +/* GL_ARB_multitexture */ +static void save_ClientActiveTexture( GLcontext *ctx, GLenum target ) +{ + Node *n; + FLUSH_VB(ctx, "dlist"); + n = alloc_instruction( ctx, OPCODE_CLIENT_ACTIVE_TEXTURE, 1 ); + if (n) { + n[1].e = target; + } + if (ctx->ExecuteFlag) { + (*ctx->Exec.ClientActiveTexture)( ctx, target ); + } +} + + + + + +void gl_compile_cassette( GLcontext *ctx ) +{ + Node *n = alloc_instruction( ctx, OPCODE_VERTEX_CASSETTE, 1 ); + struct immediate *new_im = gl_immediate_alloc(ctx); + struct immediate *im = ctx->input; + + if (!n || !new_im) { + if (n) free(n); + if (new_im) gl_immediate_free(new_im); + return; + } + + /* Do some easy optimizations of the cassette. If current value of + * clip volume hint is GL_FASTEST, we are not clipping anyway, so + * don't calculate the bounds. But - they will not be calculated + * later even if the hint is changed, so this is a slightly odd + * behaviour. + */ + if (ctx->Hint.ClipVolumeClipping != GL_FASTEST && + im->v.Obj.size < 4 && + im->Count > 15) + { + im->Bounds = (GLfloat (*)[3]) malloc(6 * sizeof(GLfloat)); + (gl_calc_bound_tab[im->v.Obj.size])( im->Bounds, &im->v.Obj ); + } + + + n[1].data = (void *)im; + SET_IMMEDIATE( ctx, new_im ); +} + +/* KW: Compile commands + * + * Will appear in the list before the vertex buffer containing the + * command that provoked the error. I don't see this as a problem. + */ +void gl_save_error( GLcontext *ctx, GLenum error, const char *s ) +{ + Node *n; + n = alloc_instruction( ctx, OPCODE_ERROR, 2 ); + if (n) { + n[1].e = error; + n[2].data = (void *) s; + } + /* execute already done */ +} + +/**********************************************************************/ +/* Display list execution */ +/**********************************************************************/ + + +/* + * Execute a display list. Note that the ListBase offset must have already + * been added before calling this function. I.e. the list argument is + * the absolute list number, not relative to ListBase. + * Input: list - display list number + */ +static void execute_list( GLcontext *ctx, GLuint list ) +{ + Node *n; + GLboolean done; + OpCode opcode; + + if (!gl_IsList(ctx,list)) + return; + +/* mesa_print_display_list( list ); */ + + ctx->CallDepth++; + + n = (Node *) HashLookup(ctx->Shared->DisplayList, list); + + done = GL_FALSE; + while (!done) { + opcode = n[0].opcode; + + switch (opcode) { + case OPCODE_ERROR: + gl_error( ctx, n[1].e, (const char *) n[2].data ); + break; + case OPCODE_VERTEX_CASSETTE: + if (ctx->NewState) + gl_update_state(ctx); + if (!ctx->CVA.elt.pipeline_valid) + gl_build_immediate_pipeline( ctx ); + gl_fixup_cassette( ctx, (struct immediate *) n[1].data ); + gl_execute_cassette( ctx, (struct immediate *) n[1].data ); + break; + case OPCODE_ACCUM: + gl_Accum( ctx, n[1].e, n[2].f ); + break; + case OPCODE_ALPHA_FUNC: + gl_AlphaFunc( ctx, n[1].e, n[2].f ); + break; + case OPCODE_BIND_TEXTURE: + gl_BindTexture( ctx, n[1].e, n[2].ui ); + break; + case OPCODE_BITMAP: + { + static struct gl_pixelstore_attrib defaultPacking = { + 1, /* Alignment */ + 0, /* RowLength */ + 0, /* SkipPixels */ + 0, /* SkipRows */ + 0, /* ImageHeight */ + 0, /* SkipImages */ + GL_FALSE, /* SwapBytes */ + GL_FALSE /* LsbFirst */ + }; + const struct gl_image *image = (struct gl_image *) n[7].data; + const GLubyte *bitmap = image ? image->Data : NULL; + gl_Bitmap( ctx, (GLsizei) n[1].i, (GLsizei) n[2].i, + n[3].f, n[4].f, n[5].f, n[6].f, + bitmap, &defaultPacking ); + } + break; + case OPCODE_BLEND_COLOR: + gl_BlendColor( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_BLEND_EQUATION: + gl_BlendEquation( ctx, n[1].e ); + break; + case OPCODE_BLEND_FUNC: + gl_BlendFunc( ctx, n[1].e, n[2].e ); + break; + case OPCODE_BLEND_FUNC_SEPARATE: + gl_BlendFuncSeparate( ctx, n[1].e, n[2].e, n[3].e, n[4].e ); + break; + case OPCODE_CALL_LIST: + /* Generated by glCallList(), don't add ListBase */ + if (ctx->CallDepthCallDepthList.ListBase + n[1].ui ); + } + break; + case OPCODE_CLEAR: + gl_Clear( ctx, n[1].bf ); + break; + case OPCODE_CLEAR_COLOR: + gl_ClearColor( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_CLEAR_ACCUM: + gl_ClearAccum( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_CLEAR_DEPTH: + gl_ClearDepth( ctx, (GLclampd) n[1].f ); + break; + case OPCODE_CLEAR_INDEX: + gl_ClearIndex( ctx, n[1].ui ); + break; + case OPCODE_CLEAR_STENCIL: + gl_ClearStencil( ctx, n[1].i ); + break; + case OPCODE_CLIP_PLANE: + { + GLfloat equ[4]; + equ[0] = n[2].f; + equ[1] = n[3].f; + equ[2] = n[4].f; + equ[3] = n[5].f; + gl_ClipPlane( ctx, n[1].e, equ ); + } + break; + case OPCODE_COLOR_MASK: + gl_ColorMask( ctx, n[1].b, n[2].b, n[3].b, n[4].b ); + break; + case OPCODE_COLOR_MATERIAL: + gl_ColorMaterial( ctx, n[1].e, n[2].e ); + break; + case OPCODE_COLOR_TABLE: + gl_ColorTable( ctx, n[1].e, n[2].e, (struct gl_image *) n[3].data); + break; + case OPCODE_COLOR_SUB_TABLE: + gl_ColorSubTable( ctx, n[1].e, n[2].i, + (struct gl_image *) n[3].data); + break; + case OPCODE_COPY_PIXELS: + gl_CopyPixels( ctx, n[1].i, n[2].i, + (GLsizei) n[3].i, (GLsizei) n[4].i, n[5].e ); + break; + case OPCODE_COPY_TEX_IMAGE1D: + gl_CopyTexImage1D( ctx, n[1].e, n[2].i, n[3].e, n[4].i, + n[5].i, n[6].i, n[7].i ); + break; + case OPCODE_COPY_TEX_IMAGE2D: + gl_CopyTexImage2D( ctx, n[1].e, n[2].i, n[3].e, n[4].i, + n[5].i, n[6].i, n[7].i, n[8].i ); + break; + case OPCODE_COPY_TEX_SUB_IMAGE1D: + gl_CopyTexSubImage1D( ctx, n[1].e, n[2].i, n[3].i, n[4].i, + n[5].i, n[6].i ); + break; + case OPCODE_COPY_TEX_SUB_IMAGE2D: + gl_CopyTexSubImage2D( ctx, n[1].e, n[2].i, n[3].i, n[4].i, + n[5].i, n[6].i, n[7].i, n[8].i ); + break; + case OPCODE_COPY_TEX_SUB_IMAGE3D: + gl_CopyTexSubImage3DEXT( ctx, n[1].e, n[2].i, n[3].i, n[4].i, + n[5].i, n[6].i, n[7].i, n[8].i , n[9].i); + break; + case OPCODE_CULL_FACE: + gl_CullFace( ctx, n[1].e ); + break; + case OPCODE_DEPTH_FUNC: + gl_DepthFunc( ctx, n[1].e ); + break; + case OPCODE_DEPTH_MASK: + gl_DepthMask( ctx, n[1].b ); + break; + case OPCODE_DEPTH_RANGE: + gl_DepthRange( ctx, (GLclampd) n[1].f, (GLclampd) n[2].f ); + break; + case OPCODE_DISABLE: + gl_Disable( ctx, n[1].e ); + break; + case OPCODE_DRAW_BUFFER: + gl_DrawBuffer( ctx, n[1].e ); + break; + case OPCODE_DRAW_PIXELS: + gl_DrawPixels( ctx, (struct gl_image *) n[1].data ); + break; + case OPCODE_ENABLE: + gl_Enable( ctx, n[1].e ); + break; + case OPCODE_EVALMESH1: + gl_EvalMesh1( ctx, n[1].e, n[2].i, n[3].i ); + break; + case OPCODE_EVALMESH2: + gl_EvalMesh2( ctx, n[1].e, n[2].i, n[3].i, n[4].i, n[5].i ); + break; + case OPCODE_FOG: + { + GLfloat p[4]; + p[0] = n[2].f; + p[1] = n[3].f; + p[2] = n[4].f; + p[3] = n[5].f; + gl_Fogfv( ctx, n[1].e, p ); + } + break; + case OPCODE_FRONT_FACE: + gl_FrontFace( ctx, n[1].e ); + break; + case OPCODE_FRUSTUM: + gl_Frustum( ctx, n[1].f, n[2].f, n[3].f, n[4].f, n[5].f, n[6].f ); + break; + case OPCODE_HINT: + gl_Hint( ctx, n[1].e, n[2].e ); + break; + case OPCODE_INDEX_MASK: + gl_IndexMask( ctx, n[1].ui ); + break; + case OPCODE_INIT_NAMES: + gl_InitNames( ctx ); + break; + case OPCODE_LIGHT: + { + GLfloat p[4]; + p[0] = n[3].f; + p[1] = n[4].f; + p[2] = n[5].f; + p[3] = n[6].f; + gl_Lightfv( ctx, n[1].e, n[2].e, p, 4 ); + } + break; + case OPCODE_LIGHT_MODEL: + { + GLfloat p[4]; + p[0] = n[2].f; + p[1] = n[3].f; + p[2] = n[4].f; + p[3] = n[5].f; + gl_LightModelfv( ctx, n[1].e, p ); + } + break; + case OPCODE_LINE_STIPPLE: + gl_LineStipple( ctx, n[1].i, n[2].us ); + break; + case OPCODE_LINE_WIDTH: + gl_LineWidth( ctx, n[1].f ); + break; + case OPCODE_LIST_BASE: + gl_ListBase( ctx, n[1].ui ); + break; + case OPCODE_LOAD_IDENTITY: + gl_LoadIdentity( ctx ); + break; + case OPCODE_LOAD_MATRIX: + if (sizeof(Node)==sizeof(GLfloat)) { + gl_LoadMatrixf( ctx, &n[1].f ); + } + else { + GLfloat m[16]; + GLuint i; + for (i=0;i<16;i++) { + m[i] = n[1+i].f; + } + gl_LoadMatrixf( ctx, m ); + } + break; + case OPCODE_LOAD_NAME: + gl_LoadName( ctx, n[1].ui ); + break; + case OPCODE_LOGIC_OP: + gl_LogicOp( ctx, n[1].e ); + break; + case OPCODE_MAP1: + gl_Map1f( ctx, n[1].e, n[2].f, n[3].f, + n[4].i, n[5].i, (GLfloat *) n[6].data, GL_TRUE ); + break; + case OPCODE_MAP2: + gl_Map2f( ctx, n[1].e, + n[2].f, n[3].f, /* u1, u2 */ + n[6].i, n[8].i, /* ustride, uorder */ + n[4].f, n[5].f, /* v1, v2 */ + n[7].i, n[9].i, /* vstride, vorder */ + (GLfloat *) n[10].data, + GL_TRUE); + break; + case OPCODE_MAPGRID1: + gl_MapGrid1f( ctx, n[1].i, n[2].f, n[3].f ); + break; + case OPCODE_MAPGRID2: + gl_MapGrid2f( ctx, n[1].i, n[2].f, n[3].f, n[4].i, n[5].f, n[6].f); + break; + case OPCODE_MATRIX_MODE: + gl_MatrixMode( ctx, n[1].e ); + break; + case OPCODE_MULT_MATRIX: + if (sizeof(Node)==sizeof(GLfloat)) { + gl_MultMatrixf( ctx, &n[1].f ); + } + else { + GLfloat m[16]; + GLuint i; + for (i=0;i<16;i++) { + m[i] = n[1+i].f; + } + gl_MultMatrixf( ctx, m ); + } + break; + case OPCODE_ORTHO: + gl_Ortho( ctx, n[1].f, n[2].f, n[3].f, n[4].f, n[5].f, n[6].f ); + break; + case OPCODE_PASSTHROUGH: + gl_PassThrough( ctx, n[1].f ); + break; + case OPCODE_PIXEL_MAP: + gl_PixelMapfv( ctx, n[1].e, n[2].i, (GLfloat *) n[3].data ); + break; + case OPCODE_PIXEL_TRANSFER: + gl_PixelTransferf( ctx, n[1].e, n[2].f ); + break; + case OPCODE_PIXEL_ZOOM: + gl_PixelZoom( ctx, n[1].f, n[2].f ); + break; + case OPCODE_POINT_SIZE: + gl_PointSize( ctx, n[1].f ); + break; + case OPCODE_POINT_PARAMETERS: + { + GLfloat params[3]; + params[0] = n[2].f; + params[1] = n[3].f; + params[2] = n[4].f; + gl_PointParameterfvEXT( ctx, n[1].e, params ); + } + break; + case OPCODE_POLYGON_MODE: + gl_PolygonMode( ctx, n[1].e, n[2].e ); + break; + case OPCODE_POLYGON_STIPPLE: + gl_PolygonStipple( ctx, (GLuint *) n[1].data ); + break; + case OPCODE_POLYGON_OFFSET: + gl_PolygonOffset( ctx, n[1].f, n[2].f ); + break; + case OPCODE_POP_ATTRIB: + gl_PopAttrib( ctx ); + break; + case OPCODE_POP_MATRIX: + gl_PopMatrix( ctx ); + break; + case OPCODE_POP_NAME: + gl_PopName( ctx ); + break; + case OPCODE_PRIORITIZE_TEXTURE: + gl_PrioritizeTextures( ctx, 1, &n[1].ui, &n[2].f ); + break; + case OPCODE_PUSH_ATTRIB: + gl_PushAttrib( ctx, n[1].bf ); + break; + case OPCODE_PUSH_MATRIX: + gl_PushMatrix( ctx ); + break; + case OPCODE_PUSH_NAME: + gl_PushName( ctx, n[1].ui ); + break; + case OPCODE_RASTER_POS: + gl_RasterPos4f( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_READ_BUFFER: + gl_ReadBuffer( ctx, n[1].e ); + break; + case OPCODE_RECTF: + gl_Rectf( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_SCALE: + gl_Scalef( ctx, n[1].f, n[2].f, n[3].f ); + break; + case OPCODE_SCISSOR: + gl_Scissor( ctx, n[1].i, n[2].i, n[3].i, n[4].i ); + break; + case OPCODE_SHADE_MODEL: + gl_ShadeModel( ctx, n[1].e ); + break; + case OPCODE_STENCIL_FUNC: + gl_StencilFunc( ctx, n[1].e, n[2].i, n[3].ui ); + break; + case OPCODE_STENCIL_MASK: + gl_StencilMask( ctx, n[1].ui ); + break; + case OPCODE_STENCIL_OP: + gl_StencilOp( ctx, n[1].e, n[2].e, n[3].e ); + break; + case OPCODE_TEXENV: + { + GLfloat params[4]; + params[0] = n[3].f; + params[1] = n[4].f; + params[2] = n[5].f; + params[3] = n[6].f; + gl_TexEnvfv( ctx, n[1].e, n[2].e, params ); + } + break; + case OPCODE_TEXGEN: + { + GLfloat params[4]; + params[0] = n[3].f; + params[1] = n[4].f; + params[2] = n[5].f; + params[3] = n[6].f; + gl_TexGenfv( ctx, n[1].e, n[2].e, params ); + } + break; + case OPCODE_TEXPARAMETER: + { + GLfloat params[4]; + params[0] = n[3].f; + params[1] = n[4].f; + params[2] = n[5].f; + params[3] = n[6].f; + gl_TexParameterfv( ctx, n[1].e, n[2].e, params ); + } + break; + case OPCODE_TEX_IMAGE1D: + gl_TexImage1D( ctx, + n[1].e, /* target */ + n[2].i, /* level */ + n[3].i, /* components */ + n[4].i, /* width */ + n[5].e, /* border */ + n[6].e, /* format */ + n[7].e, /* type */ + (struct gl_image *) n[8].data ); + break; + case OPCODE_TEX_IMAGE2D: + gl_TexImage2D( ctx, + n[1].e, /* target */ + n[2].i, /* level */ + n[3].i, /* components */ + n[4].i, /* width */ + n[5].i, /* height */ + n[6].e, /* border */ + n[7].e, /* format */ + n[8].e, /* type */ + (struct gl_image *) n[9].data ); + break; + case OPCODE_TEX_IMAGE3D: + gl_TexImage3DEXT( ctx, + n[1].e, /* target */ + n[2].i, /* level */ + n[3].i, /* components */ + n[4].i, /* width */ + n[5].i, /* height */ + n[6].i, /* depth */ + n[7].e, /* border */ + n[8].e, /* format */ + n[9].e, /* type */ + (struct gl_image *) n[10].data ); + break; + case OPCODE_TEX_SUB_IMAGE1D: + gl_TexSubImage1D( ctx, n[1].e, n[2].i, n[3].i, n[4].i, n[5].e, + n[6].e, (struct gl_image *) n[7].data ); + break; + case OPCODE_TEX_SUB_IMAGE2D: + gl_TexSubImage2D( ctx, n[1].e, n[2].i, n[3].i, n[4].i, n[5].e, + n[6].i, n[7].e, n[8].e, + (struct gl_image *) n[9].data ); + break; + case OPCODE_TEX_SUB_IMAGE3D: + gl_TexSubImage3DEXT( ctx, n[1].e, n[2].i, n[3].i, n[4].i, n[5].i, + n[6].i, n[7].i, n[8].i, n[9].e, n[10].e, + (struct gl_image *) n[11].data ); + break; + case OPCODE_TRANSLATE: + gl_Translatef( ctx, n[1].f, n[2].f, n[3].f ); + break; + case OPCODE_VIEWPORT: + gl_Viewport( ctx, + n[1].i, n[2].i, (GLsizei) n[3].i, (GLsizei) n[4].i ); + break; + case OPCODE_WINDOW_POS: + gl_WindowPos4fMESA( ctx, n[1].f, n[2].f, n[3].f, n[4].f ); + break; + case OPCODE_ACTIVE_TEXTURE: /* GL_ARB_multitexture */ + gl_ActiveTexture( ctx, n[1].e ); + break; + case OPCODE_CLIENT_ACTIVE_TEXTURE: /* GL_ARB_multitexture */ + gl_ClientActiveTexture( ctx, n[1].e ); + break; + case OPCODE_CONTINUE: + n = (Node *) n[1].next; + break; + case OPCODE_END_OF_LIST: + done = GL_TRUE; + break; + default: + { + char msg[1000]; + sprintf(msg, "Error in execute_list: opcode=%d", (int) opcode); + gl_problem( ctx, msg ); + } + done = GL_TRUE; + } + + /* increment n to point to next compiled command */ + if (opcode!=OPCODE_CONTINUE) { + n += InstSize[opcode]; + } + + } + ctx->CallDepth--; +} + + + + + +/**********************************************************************/ +/* GL functions */ +/**********************************************************************/ + + + + +/* + * Test if a display list number is valid. + */ +GLboolean gl_IsList( GLcontext *ctx, GLuint list ) +{ + if (list > 0 && HashLookup(ctx->Shared->DisplayList, list)) { + return GL_TRUE; + } + else { + return GL_FALSE; + } +} + + + +/* + * Delete a sequence of consecutive display lists. + */ +void gl_DeleteLists( GLcontext *ctx, GLuint list, GLsizei range ) +{ + GLuint i; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDeleteLists"); + if (range<0) { + gl_error( ctx, GL_INVALID_VALUE, "glDeleteLists" ); + return; + } + for (i=list;iShared->DisplayList, range); + if (base) { + /* reserve the list IDs by with empty/dummy lists */ + GLint i; + for (i=0; iShared->DisplayList, base+i, make_empty_list()); + } + } + return base; +} + + + +/* + * Begin a new display list. + */ +void gl_NewList( GLcontext *ctx, GLuint list, GLenum mode ) +{ + struct immediate *IM; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glNewList"); + + if (MESA_VERBOSE&VERBOSE_API) + fprintf(stderr, "glNewList %u %s\n", list, gl_lookup_enum_by_nr(mode)); + + if (list==0) { + gl_error( ctx, GL_INVALID_VALUE, "glNewList" ); + return; + } + + if (mode!=GL_COMPILE && mode!=GL_COMPILE_AND_EXECUTE) { + gl_error( ctx, GL_INVALID_ENUM, "glNewList" ); + return; + } + + if (ctx->CurrentListPtr) { + /* already compiling a display list */ + gl_error( ctx, GL_INVALID_OPERATION, "glNewList" ); + return; + } + + /* Allocate new display list */ + ctx->CurrentListNum = list; + ctx->CurrentBlock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE ); + ctx->CurrentListPtr = ctx->CurrentBlock; + ctx->CurrentPos = 0; + + IM = gl_immediate_alloc( ctx ); + SET_IMMEDIATE( ctx, IM ); + gl_reset_input( ctx ); + + ctx->CompileFlag = GL_TRUE; + ctx->CompileCVAFlag = GL_FALSE; + ctx->ExecuteFlag = (mode == GL_COMPILE_AND_EXECUTE); + ctx->API = ctx->Save; /* Switch the API function pointers */ +} + + + +/* + * End definition of current display list. + */ +void gl_EndList( GLcontext *ctx ) +{ + if (MESA_VERBOSE&VERBOSE_API) + fprintf(stderr, "glEndList\n"); + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glEndList" ); + + /* Check that a list is under construction */ + if (!ctx->CurrentListPtr) { + gl_error( ctx, GL_INVALID_OPERATION, "glEndList" ); + return; + } + + (void) alloc_instruction( ctx, OPCODE_END_OF_LIST, 0 ); + + + + /* Destroy old list, if any */ + gl_destroy_list(ctx, ctx->CurrentListNum); + /* Install the list */ + HashInsert(ctx->Shared->DisplayList, ctx->CurrentListNum, ctx->CurrentListPtr); + + ctx->CurrentListNum = 0; + ctx->CurrentListPtr = NULL; + ctx->ExecuteFlag = GL_TRUE; + ctx->CompileFlag = GL_FALSE; + /* ctx->CompileCVAFlag = ...; */ + + /* KW: Put back the old input pointer. + */ + free( ctx->input ); + SET_IMMEDIATE( ctx, ctx->VB->IM ); + + ctx->API = ctx->Exec; /* Switch the API function pointers */ +} + + + +void gl_CallList( GLcontext *ctx, GLuint list ) +{ + /* VERY IMPORTANT: Save the CompileFlag status, turn it off, */ + /* execute the display list, and restore the CompileFlag. */ + GLboolean save_compile_flag; + + if (MESA_VERBOSE&VERBOSE_API) + fprintf(stderr, "glCallList %u\n", list); + + + save_compile_flag = ctx->CompileFlag; + ctx->CompileFlag = GL_FALSE; + + FLUSH_VB( ctx, "call list" ); + +/* mesa_print_display_list( list ); */ + + execute_list( ctx, list ); + ctx->CompileFlag = save_compile_flag; + + /* also restore API function pointers to point to "save" versions */ + if (save_compile_flag) + ctx->API = ctx->Save; + + +/* RESET_IMMEDIATE( ctx ); */ +} + + + +/* + * Execute glCallLists: call multiple display lists. + */ +void gl_CallLists( GLcontext *ctx, + GLsizei n, GLenum type, const GLvoid *lists ) +{ + GLuint list; + GLint i; + GLboolean save_compile_flag; + + /* Save the CompileFlag status, turn it off, execute display list, + * and restore the CompileFlag. + */ + save_compile_flag = ctx->CompileFlag; + ctx->CompileFlag = GL_FALSE; + + FLUSH_VB( ctx, "call lists" ); + + for (i=0;iList.ListBase + list ); + } + + ctx->CompileFlag = save_compile_flag; + + /* also restore API function pointers to point to "save" versions */ + if (save_compile_flag) + ctx->API = ctx->Save; + + +/* RESET_IMMEDIATE( ctx ); */ +} + + + +/* + * Set the offset added to list numbers in glCallLists. + */ +void gl_ListBase( GLcontext *ctx, GLuint base ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glListBase"); + ctx->List.ListBase = base; +} + + + + + + +/* + * Assign all the pointers in 'table' to point to Mesa's display list + * building functions. + */ +void gl_init_dlist_pointers( struct gl_api_table *table ) +{ + table->Accum = save_Accum; + table->AlphaFunc = save_AlphaFunc; + table->AreTexturesResident = gl_AreTexturesResident; + table->BindTexture = save_BindTexture; + table->Bitmap = save_Bitmap; + table->BlendColor = save_BlendColor; + table->BlendEquation = save_BlendEquation; + table->BlendFunc = save_BlendFunc; + table->BlendFuncSeparate = save_BlendFuncSeparate; + table->CallList = save_CallList; + table->CallLists = save_CallLists; + table->Clear = save_Clear; + table->ClearAccum = save_ClearAccum; + table->ClearColor = save_ClearColor; + table->ClearDepth = save_ClearDepth; + table->ClearIndex = save_ClearIndex; + table->ClearStencil = save_ClearStencil; + table->ClipPlane = save_ClipPlane; + table->ColorMask = save_ColorMask; + table->ColorMaterial = save_ColorMaterial; + table->ColorTable = save_ColorTable; + table->ColorSubTable = save_ColorSubTable; + table->CopyPixels = save_CopyPixels; + table->CopyTexImage1D = save_CopyTexImage1D; + table->CopyTexImage2D = save_CopyTexImage2D; + table->CopyTexSubImage1D = save_CopyTexSubImage1D; + table->CopyTexSubImage2D = save_CopyTexSubImage2D; + table->CopyTexSubImage3DEXT = save_CopyTexSubImage3DEXT; + table->CullFace = save_CullFace; + table->DeleteLists = gl_DeleteLists; /* NOT SAVED */ + table->DeleteTextures = gl_DeleteTextures; /* NOT SAVED */ + table->DepthFunc = save_DepthFunc; + table->DepthMask = save_DepthMask; + table->DepthRange = save_DepthRange; + table->Disable = save_Disable; + table->DisableClientState = gl_DisableClientState; /* NOT SAVED */ + table->DrawBuffer = save_DrawBuffer; + table->DrawPixels = save_DrawPixels; + table->Enable = save_Enable; + table->Error = gl_save_error; + table->EnableClientState = gl_EnableClientState; /* NOT SAVED */ + table->EndList = gl_EndList; /* NOT SAVED */ + table->EvalMesh1 = save_EvalMesh1; + table->EvalMesh2 = save_EvalMesh2; + table->FeedbackBuffer = gl_FeedbackBuffer; /* NOT SAVED */ + table->Finish = gl_Finish; /* NOT SAVED */ + table->Flush = gl_Flush; /* NOT SAVED */ + table->Fogfv = save_Fogfv; + table->FrontFace = save_FrontFace; + table->Frustum = save_Frustum; + table->GenLists = gl_GenLists; /* NOT SAVED */ + table->GenTextures = gl_GenTextures; /* NOT SAVED */ + + /* NONE OF THESE COMMANDS ARE COMPILED INTO DISPLAY LISTS */ + table->GetBooleanv = gl_GetBooleanv; + table->GetClipPlane = gl_GetClipPlane; + table->GetColorTable = gl_GetColorTable; + table->GetColorTableParameteriv = gl_GetColorTableParameteriv; + table->GetDoublev = gl_GetDoublev; + table->GetError = gl_GetError; + table->GetFloatv = gl_GetFloatv; + table->GetIntegerv = gl_GetIntegerv; + table->GetString = gl_GetString; + table->GetLightfv = gl_GetLightfv; + table->GetLightiv = gl_GetLightiv; + table->GetMapdv = gl_GetMapdv; + table->GetMapfv = gl_GetMapfv; + table->GetMapiv = gl_GetMapiv; + table->GetMaterialfv = gl_GetMaterialfv; + table->GetMaterialiv = gl_GetMaterialiv; + table->GetPixelMapfv = gl_GetPixelMapfv; + table->GetPixelMapuiv = gl_GetPixelMapuiv; + table->GetPixelMapusv = gl_GetPixelMapusv; + table->GetPointerv = gl_GetPointerv; + table->GetPolygonStipple = gl_GetPolygonStipple; + table->GetTexEnvfv = gl_GetTexEnvfv; + table->GetTexEnviv = gl_GetTexEnviv; + table->GetTexGendv = gl_GetTexGendv; + table->GetTexGenfv = gl_GetTexGenfv; + table->GetTexGeniv = gl_GetTexGeniv; + table->GetTexImage = gl_GetTexImage; + table->GetTexLevelParameterfv = gl_GetTexLevelParameterfv; + table->GetTexLevelParameteriv = gl_GetTexLevelParameteriv; + table->GetTexParameterfv = gl_GetTexParameterfv; + table->GetTexParameteriv = gl_GetTexParameteriv; + + table->Hint = save_Hint; + table->IndexMask = save_IndexMask; + table->InitNames = save_InitNames; + table->IsEnabled = gl_IsEnabled; /* NOT SAVED */ + table->IsTexture = gl_IsTexture; /* NOT SAVED */ + table->IsList = gl_IsList; /* NOT SAVED */ + table->LightModelfv = save_LightModelfv; + table->Lightfv = save_Lightfv; + table->LineStipple = save_LineStipple; + table->LineWidth = save_LineWidth; + table->ListBase = save_ListBase; + table->LoadIdentity = save_LoadIdentity; + table->LoadMatrixf = save_LoadMatrixf; + table->LoadName = save_LoadName; + table->LogicOp = save_LogicOp; + table->Map1f = save_Map1f; + table->Map2f = save_Map2f; + table->MapGrid1f = save_MapGrid1f; + table->MapGrid2f = save_MapGrid2f; + table->MatrixMode = save_MatrixMode; + table->MultMatrixf = save_MultMatrixf; + table->NewList = save_NewList; + table->Ortho = save_Ortho; + table->PointParameterfvEXT = save_PointParameterfvEXT; + table->PassThrough = save_PassThrough; + table->PixelMapfv = save_PixelMapfv; + table->PixelStorei = gl_PixelStorei; /* NOT SAVED */ + table->PixelTransferf = save_PixelTransferf; + table->PixelZoom = save_PixelZoom; + table->PointSize = save_PointSize; + table->PolygonMode = save_PolygonMode; + table->PolygonOffset = save_PolygonOffset; + table->PolygonStipple = save_PolygonStipple; + table->PopAttrib = save_PopAttrib; + table->PopClientAttrib = gl_PopClientAttrib; /* NOT SAVED */ + table->PopMatrix = save_PopMatrix; + table->PopName = save_PopName; + table->PrioritizeTextures = save_PrioritizeTextures; + table->PushAttrib = save_PushAttrib; + table->PushClientAttrib = gl_PushClientAttrib; /* NOT SAVED */ + table->PushMatrix = save_PushMatrix; + table->PushName = save_PushName; + table->RasterPos4f = save_RasterPos4f; + table->ReadBuffer = save_ReadBuffer; + table->ReadPixels = gl_ReadPixels; /* NOT SAVED */ + table->Rectf = save_Rectf; + table->RenderMode = gl_RenderMode; /* NOT SAVED */ + table->Rotatef = save_Rotatef; + table->Scalef = save_Scalef; + table->Scissor = save_Scissor; + table->SelectBuffer = gl_SelectBuffer; /* NOT SAVED */ + table->ShadeModel = save_ShadeModel; + table->StencilFunc = save_StencilFunc; + table->StencilMask = save_StencilMask; + table->StencilOp = save_StencilOp; + table->TexEnvfv = save_TexEnvfv; + table->TexGenfv = save_TexGenfv; + table->TexImage1D = save_TexImage1D; + table->TexImage2D = save_TexImage2D; + table->TexImage3DEXT = save_TexImage3DEXT; + table->TexSubImage1D = save_TexSubImage1D; + table->TexSubImage2D = save_TexSubImage2D; + table->TexSubImage3DEXT = save_TexSubImage3DEXT; + table->TexParameterfv = save_TexParameterfv; + table->Translatef = save_Translatef; + table->Viewport = save_Viewport; + + /* GL_MESA_window_pos extension */ + table->WindowPos4fMESA = save_WindowPos4fMESA; + + /* GL_MESA_resize_buffers extension */ + table->ResizeBuffersMESA = gl_ResizeBuffersMESA; + + /* GL_ARB_multitexture */ + table->ActiveTexture = save_ActiveTexture; + table->ClientActiveTexture = save_ClientActiveTexture; +} + + + +/*** + *** Debugging code + ***/ +static const char *enum_string( GLenum k ) +{ + return gl_lookup_enum_by_nr( k ); +} + + +/* + * Print the commands in a display list. For debugging only. + * TODO: many commands aren't handled yet. + */ +static void print_list( GLcontext *ctx, FILE *f, GLuint list ) +{ + Node *n; + GLboolean done; + OpCode opcode; + + if (!glIsList(list)) { + fprintf(f,"%u is not a display list ID\n",list); + return; + } + + n = (Node *) HashLookup(ctx->Shared->DisplayList, list); + + fprintf( f, "START-LIST %u, address %p\n", list, (void*)n ); + + done = n ? GL_FALSE : GL_TRUE; + while (!done) { + opcode = n[0].opcode; + + switch (opcode) { + case OPCODE_ACCUM: + fprintf(f,"accum %s %g\n", enum_string(n[1].e), n[2].f ); + break; + case OPCODE_BITMAP: + fprintf(f,"Bitmap %d %d %g %g %g %g %p\n", n[1].i, n[2].i, + n[3].f, n[4].f, n[5].f, n[6].f, (void *) n[7].data ); + break; + case OPCODE_CALL_LIST: + fprintf(f,"CallList %d\n", (int) n[1].ui ); + break; + case OPCODE_CALL_LIST_OFFSET: + fprintf(f,"CallList %d + offset %u = %u\n", (int) n[1].ui, + ctx->List.ListBase, ctx->List.ListBase + n[1].ui ); + break; + case OPCODE_DISABLE: + fprintf(f,"Disable %s\n", enum_string(n[1].e)); + break; + case OPCODE_ENABLE: + fprintf(f,"Enable %s\n", enum_string(n[1].e)); + break; + case OPCODE_FRUSTUM: + fprintf(f,"Frustum %g %g %g %g %g %g\n", + n[1].f, n[2].f, n[3].f, n[4].f, n[5].f, n[6].f ); + break; + case OPCODE_LINE_STIPPLE: + fprintf(f,"LineStipple %d %x\n", n[1].i, (int) n[2].us ); + break; + case OPCODE_LOAD_IDENTITY: + fprintf(f,"LoadIdentity\n"); + break; + case OPCODE_LOAD_MATRIX: + fprintf(f,"LoadMatrix\n"); + fprintf(f," %8f %8f %8f %8f\n", n[1].f, n[5].f, n[9].f, n[13].f); + fprintf(f," %8f %8f %8f %8f\n", n[2].f, n[6].f, n[10].f, n[14].f); + fprintf(f," %8f %8f %8f %8f\n", n[3].f, n[7].f, n[11].f, n[15].f); + fprintf(f," %8f %8f %8f %8f\n", n[4].f, n[8].f, n[12].f, n[16].f); + break; + case OPCODE_MULT_MATRIX: + fprintf(f,"MultMatrix (or Rotate)\n"); + fprintf(f," %8f %8f %8f %8f\n", n[1].f, n[5].f, n[9].f, n[13].f); + fprintf(f," %8f %8f %8f %8f\n", n[2].f, n[6].f, n[10].f, n[14].f); + fprintf(f," %8f %8f %8f %8f\n", n[3].f, n[7].f, n[11].f, n[15].f); + fprintf(f," %8f %8f %8f %8f\n", n[4].f, n[8].f, n[12].f, n[16].f); + break; + case OPCODE_ORTHO: + fprintf(f,"Ortho %g %g %g %g %g %g\n", + n[1].f, n[2].f, n[3].f, n[4].f, n[5].f, n[6].f ); + break; + case OPCODE_POP_ATTRIB: + fprintf(f,"PopAttrib\n"); + break; + case OPCODE_POP_MATRIX: + fprintf(f,"PopMatrix\n"); + break; + case OPCODE_POP_NAME: + fprintf(f,"PopName\n"); + break; + case OPCODE_PUSH_ATTRIB: + fprintf(f,"PushAttrib %x\n", n[1].bf ); + break; + case OPCODE_PUSH_MATRIX: + fprintf(f,"PushMatrix\n"); + break; + case OPCODE_PUSH_NAME: + fprintf(f,"PushName %d\n", (int) n[1].ui ); + break; + case OPCODE_RASTER_POS: + fprintf(f,"RasterPos %g %g %g %g\n", n[1].f, n[2].f,n[3].f,n[4].f); + break; + case OPCODE_RECTF: + fprintf( f, "Rectf %g %g %g %g\n", n[1].f, n[2].f, n[3].f, n[4].f); + break; + case OPCODE_SCALE: + fprintf(f,"Scale %g %g %g\n", n[1].f, n[2].f, n[3].f ); + break; + case OPCODE_TRANSLATE: + fprintf(f,"Translate %g %g %g\n", n[1].f, n[2].f, n[3].f ); + break; + + /* + * meta opcodes/commands + */ + case OPCODE_ERROR: + fprintf(f,"Error: %s %s\n", enum_string(n[1].e), (const char *)n[2].data ); + break; + case OPCODE_VERTEX_CASSETTE: + fprintf(f,"VERTEX-CASSETTE, id %u, %u elements\n", + ((struct immediate *) n[1].data)->id, + ((struct immediate *) n[1].data)->Count - VB_START ); + break; + case OPCODE_CONTINUE: + fprintf(f,"DISPLAY-LIST-CONTINUE\n"); + n = (Node *) n[1].next; + break; + case OPCODE_END_OF_LIST: + fprintf(f,"END-LIST %u\n", list); + done = GL_TRUE; + break; + default: + if (opcode < 0 || opcode > OPCODE_END_OF_LIST) { + fprintf(f,"ERROR IN DISPLAY LIST: opcode = %d, address = %p\n", + opcode, (void*) n); + return; + } + else { + fprintf(f,"command %d, %u operands\n",opcode,InstSize[opcode]); + } + } + + /* increment n to point to next compiled command */ + if (opcode!=OPCODE_CONTINUE) { + n += InstSize[opcode]; + } + } +} + + + + + + + + +/* + * Clients may call this function to help debug display list problems. + * This function is _ONLY_FOR_DEBUGGING_PURPOSES_. It may be removed, + * changed, or break in the future without notice. + */ +void mesa_print_display_list( GLuint list ) +{ + GET_CONTEXT; + print_list( CC, stdout, list ); +} -- cgit v1.2.3