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authorjtg <jtg>1999-08-19 00:55:39 +0000
committerjtg <jtg>1999-08-19 00:55:39 +0000
commitafb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch)
tree59d65b4da12fb5379224cf5f6b808fde91523c7f /src/mesa/main/dlist.c
parentf2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff)
Initial revision
Diffstat (limited to 'src/mesa/main/dlist.c')
-rw-r--r--src/mesa/main/dlist.c3501
1 files changed, 3501 insertions, 0 deletions
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 <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#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;i<n;i++) {
+ GLuint list = translate_id( i, type, lists );
+ Node *n = alloc_instruction( ctx, OPCODE_CALL_LIST_OFFSET, 1 );
+ if (n) {
+ n[1].ui = list;
+ }
+ }
+ if (ctx->ExecuteFlag) {
+ (*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;i<numparams;i++) {
+ n[3+i].f = params[i];
+ }
+ }
+ if (ctx->ExecuteFlag) {
+ (*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;i<num;i++) {
+ Node *n;
+ n = alloc_instruction( ctx, OPCODE_PRIORITIZE_TEXTURE, 2 );
+ if (n) {
+ n[1].ui = textures[i];
+ n[2].f = priorities[i];
+ }
+ }
+ if (ctx->ExecuteFlag) {
+ (*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->CallDepth<MAX_LIST_NESTING) {
+ execute_list( ctx, n[1].ui );
+ }
+ break;
+ case OPCODE_CALL_LIST_OFFSET:
+ /* Generated by glCallLists() so we must add ListBase */
+ if (ctx->CallDepth<MAX_LIST_NESTING) {
+ execute_list( ctx, ctx->List.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;i<list+range;i++) {
+ gl_destroy_list( ctx, i );
+ }
+}
+
+
+
+/*
+ * Return a display list number, n, such that lists n through n+range-1
+ * are free.
+ */
+GLuint gl_GenLists( GLcontext *ctx, GLsizei range )
+{
+ GLuint base;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glGenLists", 0);
+ if (range<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glGenLists" );
+ return 0;
+ }
+ if (range==0) {
+ return 0;
+ }
+
+ base = HashFindFreeKeyBlock(ctx->Shared->DisplayList, range);
+ if (base) {
+ /* reserve the list IDs by with empty/dummy lists */
+ GLint i;
+ for (i=0; i<range; i++) {
+ HashInsert(ctx->Shared->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;i<n;i++) {
+ list = translate_id( i, type, lists );
+ execute_list( ctx, ctx->List.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 );
+}