blob: 001de0367b2ac808ad42078a46a78b2188f2d703 [file] [log] [blame]
/* $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 );
}