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https://github.com/reactos/reactos.git
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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
3096 lines
76 KiB
C
3096 lines
76 KiB
C
/* $Id: dlist.c,v 1.37 1997/12/06 18:06:50 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: dlist.c,v $
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* Revision 1.37 1997/12/06 18:06:50 brianp
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* moved several static display list vars into GLcontext
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*
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* Revision 1.36 1997/11/25 03:20:09 brianp
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* simple clean-ups for multi-threading (John Stone)
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*
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* Revision 1.35 1997/10/29 01:29:09 brianp
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* added GL_EXT_point_parameters extension from Daniel Barrero
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*
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* Revision 1.34 1997/10/02 00:48:29 brianp
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* removed the EXEC() macro stuff, it caused bugs in gl_save_Color*()
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*
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* Revision 1.33 1997/09/27 00:13:44 brianp
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* added GL_EXT_paletted_texture extension
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*
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* Revision 1.32 1997/09/23 00:57:52 brianp
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* removed list>MAX_DISPLAYLISTS test
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*
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* Revision 1.31 1997/09/22 02:33:58 brianp
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* display lists now implemented with hash table
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*
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* Revision 1.30 1997/07/24 01:25:01 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.29 1997/07/09 01:26:12 brianp
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* fixed glDrawPixels() GL_COMPILE_AND_EXECUTE infinite loop (Renaud Cazoulat)
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*
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* Revision 1.28 1997/06/24 01:13:26 brianp
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* initialize image RefCount to 1 for gl_save_TexSubImage[123]D()
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*
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* Revision 1.27 1997/06/20 01:57:57 brianp
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* added gl_save_Color4ubv()
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*
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* Revision 1.26 1997/06/06 02:59:19 brianp
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* renamed destroy_list() to gl_destroy_list()
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*
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* Revision 1.25 1997/05/28 03:24:22 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.24 1997/05/27 03:13:41 brianp
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* removed some debugging code
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*
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* Revision 1.23 1997/04/30 21:36:22 brianp
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* added casts to gl_TexImage[123]D() calls
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*
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* Revision 1.22 1997/04/28 23:40:47 brianp
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* added #include "rect.h"
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*
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* Revision 1.21 1997/04/24 01:50:53 brianp
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* optimized glColor3f, glColor3fv, glColor4fv
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*
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* Revision 1.20 1997/04/24 00:30:17 brianp
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* optimized glTexCoord2() code
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*
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* Revision 1.19 1997/04/21 01:21:33 brianp
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* added gl_save_Rectf()
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*
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* Revision 1.18 1997/04/20 16:18:15 brianp
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* added glOrtho and glFrustum API pointers
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*
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* Revision 1.17 1997/04/16 23:55:33 brianp
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* added optimized glTexCoord2f code
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*
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* Revision 1.16 1997/04/14 22:18:23 brianp
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* added optimized glVertex3fv code
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*
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* Revision 1.15 1997/04/14 02:00:39 brianp
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* #include "texstate.h" instead of "texture.h"
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*
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* Revision 1.14 1997/04/07 02:58:49 brianp
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* added gl_save_Vertex[23]f() and related code
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*
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* Revision 1.13 1997/04/01 04:26:02 brianp
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* added code for glLoadIdentity(), changed #include's
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*
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* Revision 1.12 1997/02/27 19:58:08 brianp
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* call gl_problem() instead of gl_warning()
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*
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* Revision 1.11 1997/02/09 18:50:18 brianp
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* added GL_EXT_texture3D support
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*
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* Revision 1.10 1997/01/29 18:51:30 brianp
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* small MEMCPY call change for Acorn compiler, per Graham Jones
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*
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* Revision 1.9 1997/01/09 21:25:28 brianp
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* set reference count to one for texture images in display lists
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*
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* Revision 1.8 1996/12/11 20:19:11 brianp
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* abort display list execution if invalid opcode found
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*
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* Revision 1.7 1996/12/09 21:39:23 brianp
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* compare list to MAX_DISPLAYLISTS in gl_IsList()
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*
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* Revision 1.6 1996/12/04 22:14:27 brianp
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* improved the mesa_print_display_list() debug function
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*
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* Revision 1.5 1996/11/07 04:12:45 brianp
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* texture images are now gl_image structs, not gl_texture_image structs
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*
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* Revision 1.4 1996/10/16 00:59:12 brianp
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* fixed bug in gl_save_Lightfv()
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* execution of OPCODE_EDGE_FLAG used enum value instead of boolean
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*
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* Revision 1.3 1996/09/27 01:26:08 brianp
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* removed unused variables
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*
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* Revision 1.2 1996/09/19 00:54:43 brianp
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* fixed bug in gl_save_Rotatef() when in GL_COMPILE_AND_EXECUTE mode
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "accum.h"
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#include "alpha.h"
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#include "attrib.h"
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#include "bitmap.h"
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#include "blend.h"
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#include "clip.h"
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#include "colortab.h"
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#include "context.h"
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#include "copypix.h"
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#include "depth.h"
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#include "drawpix.h"
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#include "enable.h"
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#include "eval.h"
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#include "feedback.h"
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#include "fog.h"
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#include "hash.h"
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#include "image.h"
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#include "light.h"
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#include "lines.h"
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#include "dlist.h"
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#include "logic.h"
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#include "macros.h"
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#include "masking.h"
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#include "matrix.h"
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#include "misc.h"
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#include "pixel.h"
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#include "points.h"
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#include "polygon.h"
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#include "rastpos.h"
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#include "rect.h"
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#include "scissor.h"
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#include "stencil.h"
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#include "texobj.h"
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#include "teximage.h"
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#include "texstate.h"
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#include "types.h"
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#include "vb.h"
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#include "vbfill.h"
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#endif
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/*
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Functions which aren't compiled but executed immediately:
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glIsList
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glGenLists
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glDeleteLists
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glEndList
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glFeedbackBuffer
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glSelectBuffer
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glRenderMode
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glReadPixels
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glPixelStore
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glFlush
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glFinish
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glIsEnabled
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glGet*
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Functions which cause errors if called while compiling a display list:
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glNewList
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*/
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/*
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* Display list instructions are stored as sequences of "nodes". Nodes
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* are allocated in blocks. Each block has BLOCK_SIZE nodes. Blocks
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* are linked together with a pointer.
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*/
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/* How many nodes to allocate at a time: */
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#define BLOCK_SIZE 500
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/*
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* Display list opcodes.
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*
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* The fact that these identifiers are assigned consecutive
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* integer values starting at 0 is very important, see InstSize array usage)
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*/
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typedef enum {
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OPCODE_ACCUM,
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OPCODE_ALPHA_FUNC,
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OPCODE_BEGIN,
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OPCODE_BIND_TEXTURE,
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OPCODE_BITMAP,
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OPCODE_BLEND_FUNC,
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OPCODE_CALL_LIST,
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OPCODE_CALL_LIST_OFFSET,
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OPCODE_CLEAR,
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OPCODE_CLEAR_ACCUM,
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OPCODE_CLEAR_COLOR,
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OPCODE_CLEAR_DEPTH,
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OPCODE_CLEAR_INDEX,
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OPCODE_CLEAR_STENCIL,
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OPCODE_CLIP_PLANE,
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OPCODE_COLOR_3F,
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OPCODE_COLOR_4F,
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OPCODE_COLOR_4UB,
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OPCODE_COLOR_MASK,
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OPCODE_COLOR_MATERIAL,
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OPCODE_COLOR_TABLE,
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OPCODE_COLOR_SUB_TABLE,
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OPCODE_COPY_PIXELS,
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OPCODE_COPY_TEX_IMAGE1D,
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OPCODE_COPY_TEX_IMAGE2D,
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OPCODE_COPY_TEX_IMAGE3D,
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OPCODE_COPY_TEX_SUB_IMAGE1D,
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OPCODE_COPY_TEX_SUB_IMAGE2D,
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OPCODE_CULL_FACE,
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OPCODE_DEPTH_FUNC,
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OPCODE_DEPTH_MASK,
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OPCODE_DEPTH_RANGE,
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OPCODE_DISABLE,
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OPCODE_DRAW_BUFFER,
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OPCODE_DRAW_PIXELS,
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OPCODE_EDGE_FLAG,
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OPCODE_ENABLE,
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OPCODE_END,
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OPCODE_EVALCOORD1,
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OPCODE_EVALCOORD2,
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OPCODE_EVALMESH1,
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OPCODE_EVALMESH2,
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OPCODE_EVALPOINT1,
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OPCODE_EVALPOINT2,
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OPCODE_FOG,
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OPCODE_FRONT_FACE,
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OPCODE_FRUSTUM,
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OPCODE_HINT,
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OPCODE_INDEX,
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OPCODE_INDEX_MASK,
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OPCODE_INIT_NAMES,
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OPCODE_LIGHT,
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OPCODE_LIGHT_MODEL,
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OPCODE_LINE_STIPPLE,
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OPCODE_LINE_WIDTH,
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OPCODE_LIST_BASE,
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OPCODE_LOAD_IDENTITY,
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OPCODE_LOAD_MATRIX,
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OPCODE_LOAD_NAME,
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OPCODE_LOGIC_OP,
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OPCODE_MAP1,
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OPCODE_MAP2,
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OPCODE_MAPGRID1,
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OPCODE_MAPGRID2,
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OPCODE_MATERIAL,
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OPCODE_MATRIX_MODE,
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OPCODE_MULT_MATRIX,
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OPCODE_NORMAL,
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OPCODE_ORTHO,
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OPCODE_PASSTHROUGH,
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OPCODE_PIXEL_MAP,
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OPCODE_PIXEL_TRANSFER,
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OPCODE_PIXEL_ZOOM,
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OPCODE_POINT_SIZE,
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OPCODE_POLYGON_MODE,
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OPCODE_POLYGON_STIPPLE,
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OPCODE_POLYGON_OFFSET,
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OPCODE_POP_ATTRIB,
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OPCODE_POP_MATRIX,
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OPCODE_POP_NAME,
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OPCODE_PRIORITIZE_TEXTURE,
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OPCODE_PUSH_ATTRIB,
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OPCODE_PUSH_MATRIX,
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OPCODE_PUSH_NAME,
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OPCODE_RASTER_POS,
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OPCODE_RECTF,
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OPCODE_READ_BUFFER,
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OPCODE_SCALE,
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OPCODE_SCISSOR,
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OPCODE_SHADE_MODEL,
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OPCODE_STENCIL_FUNC,
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OPCODE_STENCIL_MASK,
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OPCODE_STENCIL_OP,
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OPCODE_TEXCOORD2,
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OPCODE_TEXCOORD4,
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OPCODE_TEXENV,
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OPCODE_TEXGEN,
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OPCODE_TEXPARAMETER,
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OPCODE_TEX_IMAGE1D,
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OPCODE_TEX_IMAGE2D,
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OPCODE_TEX_SUB_IMAGE1D,
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OPCODE_TEX_SUB_IMAGE2D,
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OPCODE_TRANSLATE,
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OPCODE_VERTEX2,
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OPCODE_VERTEX3,
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OPCODE_VERTEX4,
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OPCODE_VIEWPORT,
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/* The following two are meta instructions */
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OPCODE_CONTINUE,
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OPCODE_END_OF_LIST
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} OpCode;
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/*
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* Each instruction in the display list is stored as a sequence of
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* contiguous nodes in memory.
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* Each node is the union of a variety of datatypes.
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*/
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union node {
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OpCode opcode;
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GLboolean b;
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GLbitfield bf;
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GLubyte ub;
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GLshort s;
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GLushort us;
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GLint i;
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GLuint ui;
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GLenum e;
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GLfloat f;
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GLvoid *data;
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void *next; /* If prev node's opcode==OPCODE_CONTINUE */
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};
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/* Number of nodes of storage needed for each instruction: */
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static GLuint InstSize[ OPCODE_END_OF_LIST+1 ];
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/**********************************************************************/
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/***** Private *****/
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/**********************************************************************/
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/*
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* Allocate space for a display list instruction.
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* Input: opcode - type of instruction
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* argcount - number of arguments following the instruction
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* Return: pointer to first node in the instruction
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*/
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static Node *alloc_instruction( GLcontext *ctx, OpCode opcode, GLint argcount )
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{
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Node *n, *newblock;
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GLuint count = InstSize[opcode];
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assert( count == argcount+1 );
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if (ctx->CurrentPos + count + 2 > BLOCK_SIZE) {
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/* This block is full. Allocate a new block and chain to it */
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n = ctx->CurrentBlock + ctx->CurrentPos;
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n[0].opcode = OPCODE_CONTINUE;
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newblock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE );
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if (!newblock) {
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gl_error( ctx, GL_OUT_OF_MEMORY, "Building display list" );
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return NULL;
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}
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n[1].next = (Node *) newblock;
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ctx->CurrentBlock = newblock;
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ctx->CurrentPos = 0;
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}
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n = ctx->CurrentBlock + ctx->CurrentPos;
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ctx->CurrentPos += count;
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n[0].opcode = opcode;
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return n;
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}
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/*
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* Make an empty display list. This is used by glGenLists() to
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* reserver display list IDs.
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*/
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static Node *make_empty_list( void )
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{
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Node *n = (Node *) malloc( sizeof(Node) );
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n[0].opcode = OPCODE_END_OF_LIST;
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return n;
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}
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/*
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* Destroy all nodes in a display list.
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* Input: list - display list number
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*/
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void gl_destroy_list( GLcontext *ctx, GLuint list )
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{
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Node *n, *block;
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GLboolean done;
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block = (Node *) HashLookup(ctx->Shared->DisplayList, list);
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n = block;
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done = block ? GL_FALSE : GL_TRUE;
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while (!done) {
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switch (n[0].opcode) {
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/* special cases first */
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case OPCODE_MAP1:
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gl_free_control_points( ctx, n[1].e, (GLfloat *) n[6].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_MAP2:
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gl_free_control_points( ctx, n[1].e, (GLfloat *) n[10].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_DRAW_PIXELS:
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free( n[5].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_BITMAP:
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gl_free_image( (struct gl_image *) n[7].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_COLOR_TABLE:
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gl_free_image( (struct gl_image *) n[3].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_COLOR_SUB_TABLE:
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gl_free_image( (struct gl_image *) n[3].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_POLYGON_STIPPLE:
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free( n[1].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_TEX_IMAGE1D:
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gl_free_image( (struct gl_image *) n[8].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_TEX_IMAGE2D:
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gl_free_image( (struct gl_image *) n[9].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_TEX_SUB_IMAGE1D:
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{
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struct gl_image *image;
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image = (struct gl_image *) n[7].data;
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gl_free_image( image );
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}
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break;
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case OPCODE_TEX_SUB_IMAGE2D:
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{
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struct gl_image *image;
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image = (struct gl_image *) n[9].data;
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gl_free_image( image );
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}
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break;
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case OPCODE_CONTINUE:
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n = (Node *) n[1].next;
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free( block );
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block = n;
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break;
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case OPCODE_END_OF_LIST:
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free( block );
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done = GL_TRUE;
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break;
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default:
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/* Most frequent case */
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n += InstSize[n[0].opcode];
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break;
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}
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}
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HashRemove(ctx->Shared->DisplayList, list);
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}
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|
/*
|
|
* 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_BEGIN] = 2;
|
|
InstSize[OPCODE_BIND_TEXTURE] = 3;
|
|
InstSize[OPCODE_BITMAP] = 8;
|
|
InstSize[OPCODE_BLEND_FUNC] = 3;
|
|
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_3F] = 4;
|
|
InstSize[OPCODE_COLOR_4F] = 5;
|
|
InstSize[OPCODE_COLOR_4UB] = 5;
|
|
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_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] = 6;
|
|
InstSize[OPCODE_ENABLE] = 2;
|
|
InstSize[OPCODE_EDGE_FLAG] = 2;
|
|
InstSize[OPCODE_END] = 1;
|
|
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] = 2;
|
|
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_MATERIAL] = 7;
|
|
InstSize[OPCODE_MATRIX_MODE] = 2;
|
|
InstSize[OPCODE_MULT_MATRIX] = 17;
|
|
InstSize[OPCODE_NORMAL] = 4;
|
|
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_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_TEXCOORD2] = 3;
|
|
InstSize[OPCODE_TEXCOORD4] = 5;
|
|
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_SUB_IMAGE1D] = 8;
|
|
InstSize[OPCODE_TEX_SUB_IMAGE2D] = 10;
|
|
InstSize[OPCODE_TRANSLATE] = 4;
|
|
InstSize[OPCODE_VERTEX2] = 3;
|
|
InstSize[OPCODE_VERTEX3] = 4;
|
|
InstSize[OPCODE_VERTEX4] = 5;
|
|
InstSize[OPCODE_VIEWPORT] = 5;
|
|
InstSize[OPCODE_CONTINUE] = 2;
|
|
InstSize[OPCODE_END_OF_LIST] = 1;
|
|
}
|
|
init_flag = 1;
|
|
}
|
|
|
|
|
|
/*
|
|
* Display List compilation functions
|
|
*/
|
|
|
|
|
|
void gl_save_Accum( GLcontext *ctx, GLenum op, GLfloat value )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_AlphaFunc( GLcontext *ctx, GLenum func, GLclampf ref )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Begin( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_BEGIN, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Begin)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_BindTexture( GLcontext *ctx, GLenum target, GLuint texture )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Bitmap( GLcontext *ctx,
|
|
GLsizei width, GLsizei height,
|
|
GLfloat xorig, GLfloat yorig,
|
|
GLfloat xmove, GLfloat ymove,
|
|
const struct gl_image *bitmap )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_BITMAP, 7 );
|
|
if (n) {
|
|
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 *) bitmap;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Bitmap)( ctx, width, height,
|
|
xorig, yorig, xmove, ymove, bitmap );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_BlendFunc( GLcontext *ctx, GLenum sfactor, GLenum dfactor )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_CallList( GLcontext *ctx, GLuint list )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CALL_LIST, 1 );
|
|
if (n) {
|
|
n[1].ui = list;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.CallList)( ctx, list );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_CallLists( GLcontext *ctx,
|
|
GLsizei n, GLenum type, const GLvoid *lists )
|
|
{
|
|
GLuint i;
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Clear( GLcontext *ctx, GLbitfield mask )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CLEAR, 1 );
|
|
if (n) {
|
|
n[1].bf = mask;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Clear)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClearAccum( GLcontext *ctx, GLfloat red, GLfloat green,
|
|
GLfloat blue, GLfloat alpha )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClearColor( GLcontext *ctx, GLclampf red, GLclampf green,
|
|
GLclampf blue, GLclampf alpha )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClearDepth( GLcontext *ctx, GLclampd depth )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CLEAR_DEPTH, 1 );
|
|
if (n) {
|
|
n[1].f = (GLfloat) depth;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ClearDepth)( ctx, depth );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClearIndex( GLcontext *ctx, GLfloat c )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CLEAR_INDEX, 1 );
|
|
if (n) {
|
|
n[1].f = c;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ClearIndex)( ctx, c );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClearStencil( GLcontext *ctx, GLint s )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CLEAR_STENCIL, 1 );
|
|
if (n) {
|
|
n[1].i = s;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ClearStencil)( ctx, s );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *equ )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color3f( GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_3F, 3 );
|
|
if (n) {
|
|
n[1].f = r;
|
|
n[2].f = g;
|
|
n[3].f = b;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color3f)( ctx, r, g, b );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color3fv( GLcontext *ctx, const GLfloat *c )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_3F, 3 );
|
|
if (n) {
|
|
n[1].f = c[0];
|
|
n[2].f = c[1];
|
|
n[3].f = c[2];
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color3fv)( ctx, c );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color4f( GLcontext *ctx, GLfloat r, GLfloat g,
|
|
GLfloat b, GLfloat a )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_4F, 4 );
|
|
if (n) {
|
|
n[1].f = r;
|
|
n[2].f = g;
|
|
n[3].f = b;
|
|
n[4].f = a;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color4f)( ctx, r, g, b, a );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color4fv( GLcontext *ctx, const GLfloat *c )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_4F, 4 );
|
|
if (n) {
|
|
n[1].f = c[0];
|
|
n[2].f = c[1];
|
|
n[3].f = c[2];
|
|
n[4].f = c[3];
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color4fv)( ctx, c );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color4ub( GLcontext *ctx, GLubyte r, GLubyte g,
|
|
GLubyte b, GLubyte a )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_4UB, 4 );
|
|
if (n) {
|
|
n[1].ub = r;
|
|
n[2].ub = g;
|
|
n[3].ub = b;
|
|
n[4].ub = a;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color4ub)( ctx, r, g, b, a );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Color4ubv( GLcontext *ctx, const GLubyte *c )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_COLOR_4UB, 4 );
|
|
if (n) {
|
|
n[1].ub = c[0];
|
|
n[2].ub = c[1];
|
|
n[3].ub = c[2];
|
|
n[4].ub = c[3];
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Color4ubv)( ctx, c );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ColorMask( GLcontext *ctx, GLboolean red, GLboolean green,
|
|
GLboolean blue, GLboolean alpha )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ColorTable( GLcontext *ctx, GLenum target, GLenum internalFormat,
|
|
struct gl_image *table )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ColorSubTable( GLcontext *ctx, GLenum target,
|
|
GLsizei start, struct gl_image *data )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void gl_save_CopyPixels( GLcontext *ctx, GLint x, GLint y,
|
|
GLsizei width, GLsizei height, GLenum type )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void gl_save_CopyTexImage1D( GLcontext *ctx,
|
|
GLenum target, GLint level,
|
|
GLenum internalformat,
|
|
GLint x, GLint y, GLsizei width,
|
|
GLint border )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_CopyTexImage2D( GLcontext *ctx,
|
|
GLenum target, GLint level,
|
|
GLenum internalformat,
|
|
GLint x, GLint y, GLsizei width,
|
|
GLsizei height, GLint border )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void gl_save_CopyTexSubImage1D( GLcontext *ctx,
|
|
GLenum target, GLint level,
|
|
GLint xoffset, GLint x, GLint y,
|
|
GLsizei width )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_CopyTexSubImage2D( GLcontext *ctx,
|
|
GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset,
|
|
GLint x, GLint y,
|
|
GLsizei width, GLint height )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
void gl_save_CullFace( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_CULL_FACE, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.CullFace)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_DepthFunc( GLcontext *ctx, GLenum func )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_DEPTH_FUNC, 1 );
|
|
if (n) {
|
|
n[1].e = func;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.DepthFunc)( ctx, func );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_DepthMask( GLcontext *ctx, GLboolean mask )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_DEPTH_MASK, 1 );
|
|
if (n) {
|
|
n[1].b = mask;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.DepthMask)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Disable( GLcontext *ctx, GLenum cap )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_DISABLE, 1 );
|
|
if (n) {
|
|
n[1].e = cap;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Disable)( ctx, cap );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_DrawBuffer( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_DRAW_BUFFER, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.DrawBuffer)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_DrawPixels( GLcontext *ctx, GLsizei width, GLsizei height,
|
|
GLenum format, GLenum type, const GLvoid *pixels )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_DRAW_PIXELS, 5 );
|
|
if (n) {
|
|
n[1].i = (GLint) width;
|
|
n[2].i = (GLint) height;
|
|
n[3].e = format;
|
|
n[4].e = type;
|
|
n[5].data = (GLvoid *) pixels;
|
|
}
|
|
/* Special case: gl_DrawPixels takes care of GL_COMPILE_AND_EXECUTE case!
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.DrawPixels)( ctx, width, height, format, type, pixels );
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
void gl_save_EdgeFlag( GLcontext *ctx, GLboolean flag )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_EDGE_FLAG, 1 );
|
|
if (n) {
|
|
n[1].b = flag;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.EdgeFlag)( ctx, flag );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Enable( GLcontext *ctx, GLenum cap )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_ENABLE, 1 );
|
|
if (n) {
|
|
n[1].e = cap;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Enable)( ctx, cap );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_End( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_END, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.End)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalCoord1f( GLcontext *ctx, GLfloat u )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_EVALCOORD1, 1 );
|
|
if (n) {
|
|
n[1].f = u;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.EvalCoord1f)( ctx, u );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalCoord2f( GLcontext *ctx, GLfloat u, GLfloat v )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_EVALCOORD2, 2 );
|
|
if (n) {
|
|
n[1].f = u;
|
|
n[2].f = v;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.EvalCoord2f)( ctx, u, v );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalMesh1( GLcontext *ctx,
|
|
GLenum mode, GLint i1, GLint i2 )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalMesh2( GLcontext *ctx,
|
|
GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalPoint1( GLcontext *ctx, GLint i )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_EVALPOINT1, 1 );
|
|
if (n) {
|
|
n[1].i = i;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.EvalPoint1)( ctx, i );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_EvalPoint2( GLcontext *ctx, GLint i, GLint j )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_EVALPOINT2, 2 );
|
|
if (n) {
|
|
n[1].i = i;
|
|
n[2].i = j;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.EvalPoint2)( ctx, i, j );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_FrontFace( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_FRONT_FACE, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.FrontFace)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Frustum( GLcontext *ctx, GLdouble left, GLdouble right,
|
|
GLdouble bottom, GLdouble top,
|
|
GLdouble nearval, GLdouble farval )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Hint( GLcontext *ctx, GLenum target, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_HINT, 2 );
|
|
if (n) {
|
|
n[1].e = target;
|
|
n[2].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Hint)( ctx, target, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Indexi( GLcontext *ctx, GLint index )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_INDEX, 1 );
|
|
if (n) {
|
|
n[1].i = index;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Indexi)( ctx, index );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Indexf( GLcontext *ctx, GLfloat index )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_INDEX, 1 );
|
|
if (n) {
|
|
n[1].i = (GLint) index;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Indexf)( ctx,index );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_IndexMask( GLcontext *ctx, GLuint mask )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_INDEX_MASK, 1 );
|
|
if (n) {
|
|
n[1].ui = mask;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.IndexMask)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_InitNames( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_INIT_NAMES, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.InitNames)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Lightfv( GLcontext *ctx, GLenum light, GLenum pname,
|
|
const GLfloat *params, GLint numparams )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LightModelfv( GLcontext *ctx,
|
|
GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LineStipple( GLcontext *ctx, GLint factor, GLushort pattern )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LineWidth( GLcontext *ctx, GLfloat width )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_LINE_WIDTH, 1 );
|
|
if (n) {
|
|
n[1].f = width;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.LineWidth)( ctx, width );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ListBase( GLcontext *ctx, GLuint base )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_LIST_BASE, 1 );
|
|
if (n) {
|
|
n[1].ui = base;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ListBase)( ctx, base );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LoadIdentity( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_LOAD_IDENTITY, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.LoadIdentity)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LoadMatrixf( GLcontext *ctx, const GLfloat *m )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LoadName( GLcontext *ctx, GLuint name )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_LOAD_NAME, 1 );
|
|
if (n) {
|
|
n[1].ui = name;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.LoadName)( ctx, name );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_LogicOp( GLcontext *ctx, GLenum opcode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_LOGIC_OP, 1 );
|
|
if (n) {
|
|
n[1].e = opcode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.LogicOp)( ctx, opcode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Map1f( GLcontext *ctx,
|
|
GLenum target, GLfloat u1, GLfloat u2, GLint stride,
|
|
GLint order, const GLfloat *points, GLboolean retain )
|
|
{
|
|
Node *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 gl_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 = 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 gl_save_MapGrid1f( GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2 )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_MapGrid2f( GLcontext *ctx,
|
|
GLint un, GLfloat u1, GLfloat u2,
|
|
GLint vn, GLfloat v1, GLfloat v2 )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Materialfv( GLcontext *ctx,
|
|
GLenum face, GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_MATERIAL, 6 );
|
|
if (n) {
|
|
n[1].e = face;
|
|
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.Materialfv)( ctx, face, pname, params );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_MatrixMode( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_MATRIX_MODE, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.MatrixMode)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_MultMatrixf( GLcontext *ctx, const GLfloat *m )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_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 gl_save_Normal3fv( GLcontext *ctx, const GLfloat norm[3] )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_NORMAL, 3 );
|
|
if (n) {
|
|
n[1].f = norm[0];
|
|
n[2].f = norm[1];
|
|
n[3].f = norm[2];
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Normal3fv)( ctx, norm );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Normal3f( GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_NORMAL, 3 );
|
|
if (n) {
|
|
n[1].f = nx;
|
|
n[2].f = ny;
|
|
n[3].f = nz;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Normal3f)( ctx, nx, ny, nz );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Ortho( GLcontext *ctx, GLdouble left, GLdouble right,
|
|
GLdouble bottom, GLdouble top,
|
|
GLdouble nearval, GLdouble farval )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PixelMapfv( GLcontext *ctx,
|
|
GLenum map, GLint mapsize, const GLfloat *values )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PixelTransferf( GLcontext *ctx, GLenum pname, GLfloat param )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PixelZoom( GLcontext *ctx, GLfloat xfactor, GLfloat yfactor )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PointSize( GLcontext *ctx, GLfloat size )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_POINT_SIZE, 1 );
|
|
if (n) {
|
|
n[1].f = size;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PointSize)( ctx, size );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PolygonMode( GLcontext *ctx, GLenum face, GLenum mode )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PolygonStipple( GLcontext *ctx, const GLubyte *mask )
|
|
{
|
|
Node *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, mask, 32 * 4 );
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PolygonStipple)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PolygonOffset( GLcontext *ctx, GLfloat factor, GLfloat units )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PopAttrib( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_POP_ATTRIB, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PopAttrib)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PopMatrix( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_POP_MATRIX, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PopMatrix)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PopName( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_POP_NAME, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PopName)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PrioritizeTextures( GLcontext *ctx,
|
|
GLsizei num, const GLuint *textures,
|
|
const GLclampf *priorities )
|
|
{
|
|
GLint i;
|
|
|
|
for (i=0;i<num;i++) {
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PushAttrib( GLcontext *ctx, GLbitfield mask )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_PUSH_ATTRIB, 1 );
|
|
if (n) {
|
|
n[1].bf = mask;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PushAttrib)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PushMatrix( GLcontext *ctx )
|
|
{
|
|
(void) alloc_instruction( ctx, OPCODE_PUSH_MATRIX, 0 );
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PushMatrix)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PushName( GLcontext *ctx, GLuint name )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_PUSH_NAME, 1 );
|
|
if (n) {
|
|
n[1].ui = name;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PushName)( ctx, name );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_RasterPos4f( GLcontext *ctx,
|
|
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_PassThrough( GLcontext *ctx, GLfloat token )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_PASSTHROUGH, 1 );
|
|
if (n) {
|
|
n[1].f = token;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.PassThrough)( ctx, token );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ReadBuffer( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_READ_BUFFER, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ReadBuffer)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Rectf( GLcontext *ctx,
|
|
GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Rotatef( GLcontext *ctx, GLfloat angle,
|
|
GLfloat x, GLfloat y, GLfloat z )
|
|
{
|
|
GLfloat m[16];
|
|
gl_rotation_matrix( angle, x, y, z, m );
|
|
gl_save_MultMatrixf( ctx, m ); /* save and maybe execute */
|
|
}
|
|
|
|
|
|
void gl_save_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Scissor( GLcontext *ctx,
|
|
GLint x, GLint y, GLsizei width, GLsizei height )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_ShadeModel( GLcontext *ctx, GLenum mode )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_SHADE_MODEL, 1 );
|
|
if (n) {
|
|
n[1].e = mode;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.ShadeModel)( ctx, mode );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_StencilMask( GLcontext *ctx, GLuint mask )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_STENCIL_MASK, 1 );
|
|
if (n) {
|
|
n[1].ui = mask;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.StencilMask)( ctx, mask );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_StencilOp( GLcontext *ctx,
|
|
GLenum fail, GLenum zfail, GLenum zpass )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexCoord2f( GLcontext *ctx, GLfloat s, GLfloat t )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_TEXCOORD2, 2 );
|
|
if (n) {
|
|
n[1].f = s;
|
|
n[2].f = t;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.TexCoord2f)( ctx, s, t );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexCoord4f( GLcontext *ctx, GLfloat s, GLfloat t,
|
|
GLfloat r, GLfloat q )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_TEXCOORD4, 4 );
|
|
if (n) {
|
|
n[1].f = s;
|
|
n[2].f = t;
|
|
n[3].f = r;
|
|
n[4].f = q;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.TexCoord4f)( ctx, s, t, r, q );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexEnvfv( GLcontext *ctx,
|
|
GLenum target, GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexGenfv( GLcontext *ctx,
|
|
GLenum coord, GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexParameterfv( GLcontext *ctx, GLenum target,
|
|
GLenum pname, const GLfloat *params )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexImage1D( GLcontext *ctx, GLenum target,
|
|
GLint level, GLint components,
|
|
GLsizei width, GLint border,
|
|
GLenum format, GLenum type,
|
|
struct gl_image *teximage )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_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 = 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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_TexSubImage1D( GLcontext *ctx,
|
|
GLenum target, GLint level, GLint xoffset,
|
|
GLsizei width, GLenum format, GLenum type,
|
|
struct gl_image *image )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_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 = 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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Vertex2f( GLcontext *ctx, GLfloat x, GLfloat y )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_VERTEX2, 2 );
|
|
if (n) {
|
|
n[1].f = x;
|
|
n[2].f = y;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Vertex2f)( ctx, x, y );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Vertex3f( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_VERTEX3, 3 );
|
|
if (n) {
|
|
n[1].f = x;
|
|
n[2].f = y;
|
|
n[3].f = z;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Vertex3f)( ctx, x, y, z );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Vertex4f( GLcontext *ctx,
|
|
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_VERTEX4, 4 );
|
|
if (n) {
|
|
n[1].f = x;
|
|
n[2].f = y;
|
|
n[3].f = z;
|
|
n[4].f = w;
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Vertex4f)( ctx, x, y, z, w );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Vertex3fv( GLcontext *ctx, const GLfloat v[3] )
|
|
{
|
|
Node *n = alloc_instruction( ctx, OPCODE_VERTEX3, 3 );
|
|
if (n) {
|
|
n[1].f = v[0];
|
|
n[2].f = v[1];
|
|
n[3].f = v[2];
|
|
}
|
|
if (ctx->ExecuteFlag) {
|
|
(*ctx->Exec.Vertex3fv)( ctx, v );
|
|
}
|
|
}
|
|
|
|
|
|
void gl_save_Viewport( GLcontext *ctx,
|
|
GLint x, GLint y, GLsizei width, GLsizei height )
|
|
{
|
|
Node *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 );
|
|
}
|
|
}
|
|
|
|
|
|
/**********************************************************************/
|
|
/* 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;
|
|
|
|
ctx->CallDepth++;
|
|
|
|
n = (Node *) HashLookup(ctx->Shared->DisplayList, list);
|
|
|
|
done = GL_FALSE;
|
|
while (!done) {
|
|
opcode = n[0].opcode;
|
|
|
|
switch (opcode) {
|
|
/* Frequently called functions: */
|
|
case OPCODE_VERTEX2:
|
|
(*ctx->Exec.Vertex2f)( ctx, n[1].f, n[2].f );
|
|
break;
|
|
case OPCODE_VERTEX3:
|
|
(*ctx->Exec.Vertex3f)( ctx, n[1].f, n[2].f, n[3].f );
|
|
break;
|
|
case OPCODE_VERTEX4:
|
|
(*ctx->Exec.Vertex4f)( ctx, n[1].f, n[2].f, n[3].f, n[4].f );
|
|
break;
|
|
case OPCODE_NORMAL:
|
|
ctx->Current.Normal[0] = n[1].f;
|
|
ctx->Current.Normal[1] = n[2].f;
|
|
ctx->Current.Normal[2] = n[3].f;
|
|
ctx->VB->MonoNormal = GL_FALSE;
|
|
break;
|
|
case OPCODE_COLOR_4UB:
|
|
(*ctx->Exec.Color4ub)( ctx, n[1].ub, n[2].ub, n[3].ub, n[4].ub );
|
|
break;
|
|
case OPCODE_COLOR_3F:
|
|
(*ctx->Exec.Color3f)( ctx, n[1].f, n[2].f, n[3].f );
|
|
break;
|
|
case OPCODE_COLOR_4F:
|
|
(*ctx->Exec.Color4f)( ctx, n[1].f, n[2].f, n[3].f, n[4].f );
|
|
break;
|
|
case OPCODE_INDEX:
|
|
ctx->Current.Index = n[1].ui;
|
|
ctx->VB->MonoColor = GL_FALSE;
|
|
break;
|
|
case OPCODE_BEGIN:
|
|
gl_Begin( ctx, n[1].e );
|
|
break;
|
|
case OPCODE_END:
|
|
gl_End( ctx );
|
|
break;
|
|
case OPCODE_TEXCOORD2:
|
|
ctx->Current.TexCoord[0] = n[1].f;
|
|
ctx->Current.TexCoord[1] = n[2].f;
|
|
if (ctx->VB->TexCoordSize==4) {
|
|
ctx->Current.TexCoord[2] = 0.0F;
|
|
ctx->Current.TexCoord[3] = 1.0F;
|
|
}
|
|
break;
|
|
case OPCODE_TEXCOORD4:
|
|
ctx->Current.TexCoord[0] = n[1].f;
|
|
ctx->Current.TexCoord[1] = n[2].f;
|
|
ctx->Current.TexCoord[2] = n[3].f;
|
|
ctx->Current.TexCoord[3] = n[4].f;
|
|
if (ctx->VB->TexCoordSize==2) {
|
|
/* Switch to 4-component texcoords */
|
|
ctx->VB->TexCoordSize = 4;
|
|
gl_set_vertex_function(ctx);
|
|
}
|
|
break;
|
|
|
|
/* Everything Else: */
|
|
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:
|
|
gl_Bitmap( ctx, (GLsizei) n[1].i, (GLsizei) n[2].i,
|
|
n[3].f, n[4].f,
|
|
n[5].f, n[6].f,
|
|
(struct gl_image *) n[7].data );
|
|
break;
|
|
case OPCODE_BLEND_FUNC:
|
|
gl_BlendFunc( ctx, n[1].e, n[2].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_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, (GLsizei) n[1].i, (GLsizei) n[2].i,
|
|
n[3].e, n[4].e, n[5].data );
|
|
break;
|
|
case OPCODE_EDGE_FLAG:
|
|
ctx->Current.EdgeFlag = n[1].b;
|
|
break;
|
|
case OPCODE_ENABLE:
|
|
gl_Enable( ctx, n[1].e );
|
|
break;
|
|
case OPCODE_EVALCOORD1:
|
|
gl_EvalCoord1f( ctx, n[1].f );
|
|
break;
|
|
case OPCODE_EVALCOORD2:
|
|
gl_EvalCoord2f( ctx, n[1].f, n[2].f );
|
|
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_EVALPOINT1:
|
|
gl_EvalPoint1( ctx, n[1].i );
|
|
break;
|
|
case OPCODE_EVALPOINT2:
|
|
gl_EvalPoint2( ctx, n[1].i, n[2].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_MATERIAL:
|
|
{
|
|
GLfloat params[4];
|
|
params[0] = n[3].f;
|
|
params[1] = n[4].f;
|
|
params[2] = n[5].f;
|
|
params[3] = n[6].f;
|
|
gl_Materialfv( ctx, n[1].e, n[2].e, params );
|
|
}
|
|
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_POLYGON_MODE:
|
|
gl_PolygonMode( ctx, n[1].e, n[2].e );
|
|
break;
|
|
case OPCODE_POLYGON_STIPPLE:
|
|
gl_PolygonStipple( ctx, (GLubyte *) 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_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_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_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;
|
|
|
|
if (INSIDE_BEGIN_END(ctx)) {
|
|
gl_error( ctx, GL_INVALID_OPERATION, "glDeleteLists" );
|
|
return;
|
|
}
|
|
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;
|
|
|
|
if (INSIDE_BEGIN_END(ctx)) {
|
|
gl_error( ctx, GL_INVALID_OPERATION, "glGenLists" );
|
|
return 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 */
|
|
GLuint 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 )
|
|
{
|
|
if (INSIDE_BEGIN_END(ctx)) {
|
|
gl_error( ctx, GL_INVALID_OPERATION, "glNewList" );
|
|
return;
|
|
}
|
|
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->CurrentListPtr = ctx->CurrentBlock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE );
|
|
ctx->CurrentPos = 0;
|
|
|
|
ctx->CompileFlag = GL_TRUE;
|
|
if (mode==GL_COMPILE) {
|
|
ctx->ExecuteFlag = GL_FALSE;
|
|
}
|
|
else {
|
|
/* Compile and execute */
|
|
ctx->ExecuteFlag = GL_TRUE;
|
|
}
|
|
|
|
ctx->API = ctx->Save; /* Switch the API function pointers */
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* End definition of current display list.
|
|
*/
|
|
void gl_EndList( GLcontext *ctx )
|
|
{
|
|
Node *n;
|
|
|
|
/* Check that a list is under construction */
|
|
if (!ctx->CurrentListPtr) {
|
|
gl_error( ctx, GL_INVALID_OPERATION, "glEndList" );
|
|
return;
|
|
}
|
|
|
|
n = alloc_instruction( ctx, OPCODE_END_OF_LIST, 0 );
|
|
(void)n;
|
|
|
|
/* 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->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;
|
|
save_compile_flag = ctx->CompileFlag;
|
|
ctx->CompileFlag = GL_FALSE;
|
|
execute_list( ctx, list );
|
|
ctx->CompileFlag = save_compile_flag;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Execute glCallLists: call multiple display lists.
|
|
*/
|
|
void gl_CallLists( GLcontext *ctx,
|
|
GLsizei n, GLenum type, const GLvoid *lists )
|
|
{
|
|
GLuint i, list;
|
|
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;
|
|
|
|
for (i=0;i<n;i++) {
|
|
list = translate_id( i, type, lists );
|
|
execute_list( ctx, ctx->List.ListBase + list );
|
|
}
|
|
|
|
ctx->CompileFlag = save_compile_flag;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Set the offset added to list numbers in glCallLists.
|
|
*/
|
|
void gl_ListBase( GLcontext *ctx, GLuint base )
|
|
{
|
|
if (INSIDE_BEGIN_END(ctx)) {
|
|
gl_error( ctx, GL_INVALID_OPERATION, "glListBase" );
|
|
return;
|
|
}
|
|
ctx->List.ListBase = base;
|
|
}
|