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-rw-r--r--xc/extras/Mesa/src/vbfill.c1591
1 files changed, 1575 insertions, 16 deletions
diff --git a/xc/extras/Mesa/src/vbfill.c b/xc/extras/Mesa/src/vbfill.c
index af8801b4d..5928a462d 100644
--- a/xc/extras/Mesa/src/vbfill.c
+++ b/xc/extras/Mesa/src/vbfill.c
@@ -1,8 +1,8 @@
-/* $Id: vbfill.c,v 1.3 1999/12/14 02:39:39 daryll Exp $ */
+/* $Id: vbfill.c,v 1.4 2000/01/30 00:27:02 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
@@ -25,17 +25,10 @@
*/
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <assert.h>
-#include <math.h>
-#include <stdio.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "context.h"
#include "enums.h"
#include "light.h"
@@ -63,17 +56,27 @@
*/
+void
+_mesa_Begin(GLenum mode )
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (mode > GL_POLYGON) {
+ gl_compile_error( ctx, GL_INVALID_ENUM, "glBegin" );
+ return;
+ }
+
+ gl_Begin(ctx, mode);
+}
+
+
void gl_Begin( GLcontext *ctx, GLenum p )
{
struct immediate *IM = ctx->input;
GLuint inflags, state;
- if (MESA_VERBOSE&VERBOSE_API) {
- if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "glBegin(IM %d) %s\n", IM->id, gl_lookup_enum_by_nr(p));
- else
- fprintf(stderr, "<");
- }
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glBegin(IM %d) %s\n", IM->id, gl_lookup_enum_by_nr(p));
if (ctx->NewState)
gl_update_state( ctx ); /* should already be flushed */
@@ -121,3 +124,1559 @@ void gl_Begin( GLcontext *ctx, GLenum p )
+/* KW: Both streams now go to the outside-begin-end state. Raise
+ * errors for either stream if it was not in the inside state.
+ */
+void
+_mesa_End(void)
+{
+ GLuint state;
+ GLuint inflags;
+ GET_IMMEDIATE;
+
+
+ state = IM->BeginState;
+ inflags = (~state) & (VERT_BEGIN_0|VERT_BEGIN_1);
+ state |= inflags << 2; /* errors */
+
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glEnd(IM %d), BeginState is %x, errors %x\n",
+ IM->id, state,
+ inflags<<2);
+
+
+ if (inflags != (VERT_BEGIN_0|VERT_BEGIN_1))
+ {
+ GLuint count = IM->Count;
+ GLuint last = IM->LastPrimitive;
+
+ state &= ~(VERT_BEGIN_0|VERT_BEGIN_1); /* update state */
+ IM->Flag[count] |= VERT_END;
+ IM->NextPrimitive[IM->LastPrimitive] = count;
+ IM->LastPrimitive = count;
+ IM->Primitive[count] = GL_POLYGON+1;
+
+ if (IM->FlushElt) {
+ gl_exec_array_elements( IM->backref, IM, last, count );
+ IM->FlushElt = 0;
+ }
+ }
+
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "in glEnd final state %x\n", state);
+
+ IM->BeginState = state;
+
+ if ((MESA_DEBUG_FLAGS&DEBUG_ALWAYS_FLUSH))
+ IM->maybe_transform_vb( IM );
+}
+
+
+void gl_End( GLcontext *ctx )
+{
+ struct immediate *IM = ctx->input;
+ GLuint state = IM->BeginState;
+ GLuint inflags = (~state) & (VERT_BEGIN_0|VERT_BEGIN_1);
+
+ state |= inflags << 2; /* errors */
+
+ if (inflags != (VERT_BEGIN_0|VERT_BEGIN_1))
+ {
+ GLuint count = IM->Count;
+ GLuint last = IM->LastPrimitive;
+
+ state &= ~(VERT_BEGIN_0|VERT_BEGIN_1); /* update state */
+ IM->Flag[count] |= VERT_END;
+ IM->NextPrimitive[IM->LastPrimitive] = count;
+ IM->LastPrimitive = count;
+ IM->Primitive[count] = GL_POLYGON+1;
+
+ if (IM->FlushElt) {
+ gl_exec_array_elements( ctx, IM, last, count );
+ IM->FlushElt = 0;
+ }
+ }
+
+ IM->BeginState = state;
+
+ /* You can set this flag to get the old 'flush vb on glEnd()'
+ * behaviour.
+ */
+ if ((MESA_DEBUG_FLAGS&DEBUG_ALWAYS_FLUSH))
+ IM->maybe_transform_vb( IM );
+}
+
+
+
+
+
+/* KW: Again, a stateless implementation of these functions. The big
+ * news here is the impact on color material. This was previously
+ * handled by swaping the function pointers that these API's used to
+ * call. This is no longer possible, and we have to pick up the
+ * pieces later on and make them work with either color-color, or
+ * color-material.
+ *
+ * But in truth, this is not a bad thing, because it was necessary
+ * to implement that mechanism to get good performance from
+ * color-material and vertex arrays.
+ */
+#define COLOR( IM, r,g,b,a ) \
+{ \
+ GLuint count = IM->Count; \
+ IM->Flag[count] |= VERT_RGBA; \
+ IM->Color[count][0] = r; \
+ IM->Color[count][1] = g; \
+ IM->Color[count][2] = b; \
+ IM->Color[count][3] = a; \
+}
+
+#if 0
+#define COLOR4F( IM, r,g,b,a ) \
+{ \
+ GLuint count = IM->Count; \
+ IM->Flag[count] |= VERT_RGBA | VERT_FLOAT_RGBA; \
+ IM->FloatColor[count][0] = r; \
+ IM->FloatColor[count][1] = g; \
+ IM->FloatColor[count][2] = b; \
+ IM->FloatColor[count][3] = a; \
+}
+#else
+#define COLOR4F(IM, r, g, b, a) \
+{ \
+ GLubyte col[4]; \
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); \
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); \
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); \
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a); \
+ COLORV( IM, col ); \
+}
+#endif
+
+#define COLORV( IM, v ) \
+{ \
+ GLuint count = IM->Count; \
+ IM->Flag[count] |= VERT_RGBA; \
+ COPY_4UBV(IM->Color[count], v); \
+}
+
+
+void
+_mesa_Color3b(GLbyte red, GLbyte green, GLbyte blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM,
+ BYTE_TO_UBYTE(red),
+ BYTE_TO_UBYTE(green),
+ BYTE_TO_UBYTE(blue),
+ 255 );
+}
+
+
+void
+_mesa_Color3d(GLdouble red, GLdouble green, GLdouble blue )
+{
+ GLubyte col[4];
+ GLfloat r = red;
+ GLfloat g = green;
+ GLfloat b = blue;
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ col[3] = 255;
+ COLORV( IM, col );
+
+/* COLOR4F( IM, red, green, blue, 1.0 ); */
+}
+
+
+void
+_mesa_Color3f(GLfloat red, GLfloat green, GLfloat blue )
+{
+ GLubyte col[4];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], red);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], green);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], blue);
+ col[3] = 255;
+ COLORV( IM, col );
+
+/* COLOR4F( IM, red, green, blue, 1.0 ); */
+}
+
+
+void
+_mesa_Color3i(GLint red, GLint green, GLint blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, INT_TO_UBYTE(red),
+ INT_TO_UBYTE(green),
+ INT_TO_UBYTE(blue),
+ 255);
+}
+
+
+void
+_mesa_Color3s(GLshort red, GLshort green, GLshort blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, SHORT_TO_UBYTE(red),
+ SHORT_TO_UBYTE(green),
+ SHORT_TO_UBYTE(blue),
+ 255);
+}
+
+
+void
+_mesa_Color3ub(GLubyte red, GLubyte green, GLubyte blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, red, green, blue, 255 );
+}
+
+
+void
+_mesa_Color3ui(GLuint red, GLuint green, GLuint blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, UINT_TO_UBYTE(red),
+ UINT_TO_UBYTE(green),
+ UINT_TO_UBYTE(blue),
+ 255 );
+}
+
+
+void
+_mesa_Color3us(GLushort red, GLushort green, GLushort blue )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, USHORT_TO_UBYTE(red), USHORT_TO_UBYTE(green),
+ USHORT_TO_UBYTE(blue),
+ 255 );
+}
+
+
+void
+_mesa_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, BYTE_TO_UBYTE(red), BYTE_TO_UBYTE(green),
+ BYTE_TO_UBYTE(blue), BYTE_TO_UBYTE(alpha) );
+}
+
+
+void
+_mesa_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
+{
+ GLubyte col[4];
+ GLfloat r = red;
+ GLfloat g = green;
+ GLfloat b = blue;
+ GLfloat a = alpha;
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a);
+ COLORV( IM, col );
+
+/* COLOR4F( IM, red, green, blue, alpha ); */
+}
+
+
+void
+_mesa_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
+{
+ GLubyte col[4];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], red);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], green);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], blue);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], alpha);
+ COLORV( IM, col );
+
+/* COLOR4F( IM, red, green, blue, alpha ); */
+}
+
+
+void
+_mesa_Color4i(GLint red, GLint green, GLint blue, GLint alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, INT_TO_UBYTE(red), INT_TO_UBYTE(green),
+ INT_TO_UBYTE(blue), INT_TO_UBYTE(alpha) );
+}
+
+
+void
+_mesa_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, SHORT_TO_UBYTE(red), SHORT_TO_UBYTE(green),
+ SHORT_TO_UBYTE(blue), SHORT_TO_UBYTE(alpha) );
+}
+
+void
+_mesa_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, red, green, blue, alpha );
+}
+
+void
+_mesa_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, UINT_TO_UBYTE(red), UINT_TO_UBYTE(green),
+ UINT_TO_UBYTE(blue), UINT_TO_UBYTE(alpha) );
+}
+
+void
+_mesa_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, USHORT_TO_UBYTE(red), USHORT_TO_UBYTE(green),
+ USHORT_TO_UBYTE(blue), USHORT_TO_UBYTE(alpha) );
+}
+
+
+void
+_mesa_Color3bv(const GLbyte *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, BYTE_TO_UBYTE(v[0]), BYTE_TO_UBYTE(v[1]),
+ BYTE_TO_UBYTE(v[2]), 255 );
+}
+
+
+void
+_mesa_Color3dv(const GLdouble *v )
+{
+ GLubyte col[4];
+ GLfloat r = v[0];
+ GLfloat g = v[1];
+ GLfloat b = v[2];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ col[3]= 255;
+ COLORV( IM, col );
+
+/* COLOR4F( IM, v[0], v[1], v[2], v[3] ); */
+}
+
+
+void
+_mesa_Color3fv(const GLfloat *v )
+{
+ GLubyte col[4];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], v[0]);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], v[1]);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], v[2]);
+ col[3] = 255;
+ COLORV( IM, col );
+
+/* COLOR4F( IM, v[0], v[1], v[2], v[3] ); */
+}
+
+
+void
+_mesa_Color3iv(const GLint *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, INT_TO_UBYTE(v[0]), INT_TO_UBYTE(v[1]),
+ INT_TO_UBYTE(v[2]), 255 );
+}
+
+
+void
+_mesa_Color3sv(const GLshort *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, SHORT_TO_UBYTE(v[0]), SHORT_TO_UBYTE(v[1]),
+ SHORT_TO_UBYTE(v[2]), 255 );
+}
+
+
+void
+_mesa_Color3ubv(const GLubyte *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, v[0], v[1], v[2], 255 );
+}
+
+
+void
+_mesa_Color3uiv(const GLuint *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, UINT_TO_UBYTE(v[0]), UINT_TO_UBYTE(v[1]),
+ UINT_TO_UBYTE(v[2]), 255 );
+}
+
+
+void
+_mesa_Color3usv(const GLushort *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, USHORT_TO_UBYTE(v[0]), USHORT_TO_UBYTE(v[1]),
+ USHORT_TO_UBYTE(v[2]), 255 );
+
+}
+
+
+void
+_mesa_Color4bv(const GLbyte *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, BYTE_TO_UBYTE(v[0]), BYTE_TO_UBYTE(v[1]),
+ BYTE_TO_UBYTE(v[2]), BYTE_TO_UBYTE(v[3]) );
+}
+
+
+void
+_mesa_Color4dv(const GLdouble *v )
+{
+ GLubyte col[4];
+ GLfloat r = v[0];
+ GLfloat g = v[1];
+ GLfloat b = v[2];
+ GLfloat a = v[3];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a);
+ COLORV( IM, col );
+
+/* COLOR4F( IM, v[0], v[1], v[2], v[3] ); */
+}
+
+
+void
+_mesa_Color4fv(const GLfloat *v )
+{
+ GLubyte col[4];
+ GET_IMMEDIATE;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], v[0]);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], v[1]);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], v[2]);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], v[3]);
+ COLORV( IM, col );
+
+/* COLOR4F( IM, v[0], v[1], v[2], v[3] ); */
+}
+
+
+void
+_mesa_Color4iv(const GLint *v )
+{
+ GET_IMMEDIATE;
+ COLOR( IM, INT_TO_UBYTE(v[0]), INT_TO_UBYTE(v[1]),
+ INT_TO_UBYTE(v[2]), INT_TO_UBYTE(v[3]) );
+}
+
+
+void
+_mesa_Color4sv(const GLshort *v)
+{
+ GET_IMMEDIATE;
+ COLOR( IM, SHORT_TO_UBYTE(v[0]), SHORT_TO_UBYTE(v[1]),
+ SHORT_TO_UBYTE(v[2]), SHORT_TO_UBYTE(v[3]) );
+}
+
+
+void
+_mesa_Color4ubv(const GLubyte *v)
+{
+ GET_IMMEDIATE;
+ COLORV( IM, v );
+}
+
+
+void
+_mesa_Color4uiv(const GLuint *v)
+{
+ GET_IMMEDIATE;
+ COLOR( IM, UINT_TO_UBYTE(v[0]), UINT_TO_UBYTE(v[1]),
+ UINT_TO_UBYTE(v[2]), UINT_TO_UBYTE(v[3]) );
+}
+
+
+void
+_mesa_Color4usv(const GLushort *v)
+{
+ GET_IMMEDIATE;
+ COLOR( IM, USHORT_TO_UBYTE(v[0]), USHORT_TO_UBYTE(v[1]),
+ USHORT_TO_UBYTE(v[2]), USHORT_TO_UBYTE(v[3]) );
+}
+
+
+
+
+void
+_mesa_EdgeFlag( GLboolean flag )
+{
+ GLuint count;
+ GET_IMMEDIATE;
+ count = IM->Count;
+ IM->EdgeFlag[count] = flag;
+ IM->Flag[count] |= VERT_EDGE;
+}
+
+
+void
+_mesa_EdgeFlagv( const GLboolean *flag )
+{
+ GLuint count;
+ GET_IMMEDIATE;
+ count = IM->Count;
+ IM->EdgeFlag[count] = *flag;
+ IM->Flag[count] |= VERT_EDGE;
+}
+
+
+
+#define INDEX( c ) \
+{ \
+ GLuint count; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Index[count] = c; \
+ IM->Flag[count] |= VERT_INDEX; \
+}
+
+
+void
+_mesa_Indexd( GLdouble c )
+{
+ INDEX( (GLuint) (GLint) c );
+}
+
+
+void
+_mesa_Indexf( GLfloat c )
+{
+ INDEX( (GLuint) (GLint) c );
+}
+
+
+void
+_mesa_Indexi( GLint c )
+{
+ INDEX( (GLuint) c );
+}
+
+
+void
+_mesa_Indexs( GLshort c )
+{
+ INDEX( (GLuint) c );
+}
+
+
+void
+_mesa_Indexub( GLubyte c )
+{
+ INDEX( (GLuint) c );
+}
+
+
+void
+_mesa_Indexdv( const GLdouble *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+
+void
+_mesa_Indexfv( const GLfloat *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+
+void
+_mesa_Indexiv( const GLint *c )
+{
+ INDEX( *c );
+}
+
+
+void
+_mesa_Indexsv( const GLshort *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+
+void
+_mesa_Indexubv( const GLubyte *c )
+{
+ INDEX( (GLuint) *c );
+}
+
+
+
+
+
+/* KW: Now that we build buffers for display lists the same way we
+ * fill the vb, we can do the work here without a second function
+ * call. The Flag member allows the identification of missing
+ * (ie shared) normals.
+ */
+#define NORMAL( x,y,z ) \
+{ \
+ GLuint count; \
+ GLfloat *normal; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Flag[count] |= VERT_NORM; \
+ normal = IM->Normal[count]; \
+ ASSIGN_3V(normal, x,y,z); \
+}
+
+
+void
+_mesa_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
+{
+ NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) );
+}
+
+
+void
+_mesa_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
+{
+ NORMAL(nx, ny, nz);
+}
+
+
+void
+_mesa_Normal3f( GLfloat nx, GLfloat ny, GLfloat nz )
+{
+ NORMAL(nx, ny, nz);
+}
+
+
+void
+_mesa_Normal3i( GLint nx, GLint ny, GLint nz )
+{
+ NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) );
+}
+
+
+void
+_mesa_Normal3s( GLshort nx, GLshort ny, GLshort nz )
+{
+ NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) );
+}
+
+
+void
+_mesa_Normal3bv( const GLbyte *v )
+{
+ NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) );
+}
+
+
+void
+_mesa_Normal3dv( const GLdouble *v )
+{
+ NORMAL( v[0], v[1], v[2] );
+}
+
+
+void
+_mesa_Normal3fv( const GLfloat *v )
+{
+ NORMAL( v[0], v[1], v[2] );
+}
+
+
+void
+_mesa_Normal3iv( const GLint *v )
+{
+ NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) );
+}
+
+
+void
+_mesa_Normal3sv( const GLshort *v )
+{
+ NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) );
+}
+
+
+
+
+
+#define TEXCOORD1(s) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Flag[count] |= VERT_TEX0_1; \
+ tc = IM->TexCoord[0][count]; \
+ ASSIGN_4V(tc,s,0,0,1); \
+}
+
+#define TEXCOORD2(s,t) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Flag[count] |= VERT_TEX0_12; \
+ tc = IM->TexCoord[0][count]; \
+ ASSIGN_4V(tc, s,t,0,1); \
+}
+
+#define TEXCOORD3(s,t,u) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Flag[count] |= VERT_TEX0_123; \
+ tc = IM->TexCoord[0][count]; \
+ ASSIGN_4V(tc, s,t,u,1); \
+}
+
+#define TEXCOORD4(s,t,u,v) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ GET_IMMEDIATE; \
+ count = IM->Count; \
+ IM->Flag[count] |= VERT_TEX0_1234; \
+ tc = IM->TexCoord[0][count]; \
+ ASSIGN_4V(tc, s,t,u,v); \
+}
+
+
+void
+_mesa_TexCoord1d( GLdouble s )
+{
+ TEXCOORD1(s);
+}
+
+
+void
+_mesa_TexCoord1f( GLfloat s )
+{
+ TEXCOORD1(s);
+}
+
+
+void
+_mesa_TexCoord1i( GLint s )
+{
+ TEXCOORD1(s);
+}
+
+
+void
+_mesa_TexCoord1s( GLshort s )
+{
+ TEXCOORD1(s);
+}
+
+
+void
+_mesa_TexCoord2d( GLdouble s, GLdouble t )
+{
+ TEXCOORD2(s,t);
+}
+
+
+void
+_mesa_TexCoord2f( GLfloat s, GLfloat t )
+{
+ TEXCOORD2(*(&s),*&t);
+}
+
+
+void
+_mesa_TexCoord2s( GLshort s, GLshort t )
+{
+ TEXCOORD2(s,t);
+}
+
+
+void
+_mesa_TexCoord2i( GLint s, GLint t )
+{
+ TEXCOORD2(s,t);
+}
+
+
+void
+_mesa_TexCoord3d( GLdouble s, GLdouble t, GLdouble r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+
+void
+_mesa_TexCoord3f( GLfloat s, GLfloat t, GLfloat r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+
+void
+_mesa_TexCoord3i( GLint s, GLint t, GLint r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+
+void
+_mesa_TexCoord3s( GLshort s, GLshort t, GLshort r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+
+void
+_mesa_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
+{
+ TEXCOORD4(s,t,r,q)
+}
+
+
+void
+_mesa_TexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q )
+{
+ TEXCOORD4(s,t,r,q)
+}
+
+
+void
+_mesa_TexCoord4i( GLint s, GLint t, GLint r, GLint q )
+{
+ TEXCOORD4(s,t,r,q)
+}
+
+
+void
+_mesa_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
+{
+ TEXCOORD4(s,t,r,q)
+}
+
+
+void
+_mesa_TexCoord1dv( const GLdouble *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+
+void
+_mesa_TexCoord1fv( const GLfloat *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+
+void
+_mesa_TexCoord1iv( const GLint *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+
+void
+_mesa_TexCoord1sv( const GLshort *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+
+void
+_mesa_TexCoord2dv( const GLdouble *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+
+void
+_mesa_TexCoord2fv( const GLfloat *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+
+void
+_mesa_TexCoord2iv( const GLint *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+
+void
+_mesa_TexCoord2sv( const GLshort *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+
+void
+_mesa_TexCoord3dv( const GLdouble *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+
+void
+_mesa_TexCoord3fv( const GLfloat *v )
+{
+ TEXCOORD3(v[0],v[1],v[2]);
+}
+
+
+void
+_mesa_TexCoord3iv( const GLint *v )
+{
+ TEXCOORD3(v[0],v[1],v[2]);
+}
+
+
+void
+_mesa_TexCoord3sv( const GLshort *v )
+{
+ TEXCOORD3(v[0],v[1],v[2]);
+}
+
+
+void
+_mesa_TexCoord4dv( const GLdouble *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+
+void
+_mesa_TexCoord4fv( const GLfloat *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+
+void
+_mesa_TexCoord4iv( const GLint *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+
+void
+_mesa_TexCoord4sv( const GLshort *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+
+
+
+
+/* KW: Run into bad problems in reset_vb/fixup_input if we don't fully pad
+ * the incoming vertices.
+ */
+#define VERTEX2(IM, x,y) \
+{ \
+ GLuint count = IM->Count++; \
+ GLfloat *dest = IM->Obj[count]; \
+ IM->Flag[count] |= VERT_OBJ_2; \
+ ASSIGN_4V(dest, x, y, 0, 1); \
+ if (dest == IM->Obj[VB_MAX-1]) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+#define VERTEX3(IM,x,y,z) \
+{ \
+ GLuint count = IM->Count++; \
+ GLfloat *dest = IM->Obj[count]; \
+ IM->Flag[count] |= VERT_OBJ_23; \
+ ASSIGN_4V(dest, x, y, z, 1); \
+ if (dest == IM->Obj[VB_MAX-1]) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+#define VERTEX4(IM, x,y,z,w) \
+{ \
+ GLuint count = IM->Count++; \
+ GLfloat *dest = IM->Obj[count]; \
+ IM->Flag[count] |= VERT_OBJ_234; \
+ ASSIGN_4V(dest, x, y, z, w); \
+ if (dest == IM->Obj[VB_MAX-1]) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+
+void
+_mesa_Vertex2d( GLdouble x, GLdouble y )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) x, (GLfloat) y );
+}
+
+
+void
+_mesa_Vertex2f( GLfloat x, GLfloat y )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, *(&x), *(&y) );
+}
+
+
+/* Internal use:
+ */
+void gl_Vertex2f( GLcontext *ctx, GLfloat x, GLfloat y )
+{
+ struct immediate *im = ctx->input;
+ VERTEX2( im, x, y );
+}
+
+
+void
+_mesa_Vertex2i( GLint x, GLint y )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) x, (GLfloat) y );
+}
+
+
+void
+_mesa_Vertex2s( GLshort x, GLshort y )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) x, (GLfloat) y );
+}
+
+
+void
+_mesa_Vertex3d( GLdouble x, GLdouble y, GLdouble z )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+
+void
+_mesa_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, *(&x), *(&y), *(&z) );
+}
+
+
+void
+_mesa_Vertex3i( GLint x, GLint y, GLint z )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+
+void
+_mesa_Vertex3s( GLshort x, GLshort y, GLshort z )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+
+void
+_mesa_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+
+void
+_mesa_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM, *(&x), *(&y), *(&z), *(&w) );
+}
+
+
+void
+_mesa_Vertex4i( GLint x, GLint y, GLint z, GLint w )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+
+void
+_mesa_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+
+void
+_mesa_Vertex2dv( const GLdouble *v )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+
+void
+_mesa_Vertex2fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, v[0], v[1] );
+}
+
+
+void
+_mesa_Vertex2iv( const GLint *v )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+
+void
+_mesa_Vertex2sv( const GLshort *v )
+{
+ GET_IMMEDIATE;
+ VERTEX2( IM, (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+
+void
+_mesa_Vertex3dv( const GLdouble *v )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+
+void
+_mesa_Vertex3fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, v[0], v[1], v[2] );
+}
+
+
+void
+_mesa_Vertex3iv( const GLint *v )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+
+void
+_mesa_Vertex3sv( const GLshort *v )
+{
+ GET_IMMEDIATE;
+ VERTEX3( IM, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+
+void
+_mesa_Vertex4dv( const GLdouble *v )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM,
+ (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+
+void
+_mesa_Vertex4fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM, v[0], v[1], v[2], v[3] );
+}
+
+
+void
+_mesa_Vertex4iv( const GLint *v )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM,
+ (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+
+void
+_mesa_Vertex4sv( const GLshort *v )
+{
+ GET_IMMEDIATE;
+ VERTEX4( IM,
+ (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+
+
+
+/* KW: Do the check here so that we only have to do a single range
+ * test. The possible compliance problem with this is that
+ * we will throw out error-producing calls when compiling
+ * display lists. There are ways around this if need be.
+ */
+
+
+/*
+ * GL_ARB_multitexture
+ */
+
+#define CHECK_ARB \
+ if (target >= GL_TEXTURE0_ARB && target <= GL_TEXTURE1_ARB) { \
+ texSet = target - GL_TEXTURE0_ARB; \
+ } \
+ else { \
+ gl_error(IM->backref, GL_INVALID_ENUM, "glMultiTexCoord(target)"); \
+ return; \
+ }
+
+
+#define MULTI_TEXCOORD1(s) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ count = IM->Count; \
+ IM->Flag[count] |= IM->TF1[texSet]; \
+ tc = IM->TexCoordPtr[texSet][count]; \
+ ASSIGN_4V(tc, s,0,0,1); \
+}
+
+
+#define MULTI_TEXCOORD2(s,t) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ count = IM->Count; \
+ IM->Flag[count] |= IM->TF2[texSet]; \
+ tc = IM->TexCoordPtr[texSet][count]; \
+ ASSIGN_4V(tc, s,t,0,1); \
+}
+
+#define MULTI_TEXCOORD3(s,t,u) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ count = IM->Count; \
+ IM->Flag[count] |= IM->TF3[texSet]; \
+ tc = IM->TexCoordPtr[texSet][count]; \
+ ASSIGN_4V(tc, s,t,u,1); \
+}
+
+#define MULTI_TEXCOORD4(s,t,u,v) \
+{ \
+ GLuint count; \
+ GLfloat *tc; \
+ count = IM->Count; \
+ IM->Flag[count] |= IM->TF4[texSet]; \
+ tc = IM->TexCoordPtr[texSet][count]; \
+ ASSIGN_4V(tc, s,t,u,v); \
+}
+
+
+void
+_mesa_MultiTexCoord1dARB(GLenum target, GLdouble s)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( s );
+}
+
+void
+_mesa_MultiTexCoord1dvARB(GLenum target, const GLdouble *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( v[0] );
+}
+
+void
+_mesa_MultiTexCoord1fARB(GLenum target, GLfloat s)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( s );
+}
+
+void
+_mesa_MultiTexCoord1fvARB(GLenum target, const GLfloat *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( v[0] );
+}
+
+void
+_mesa_MultiTexCoord1iARB(GLenum target, GLint s)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( s );
+}
+
+void
+_mesa_MultiTexCoord1ivARB(GLenum target, const GLint *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( v[0] );
+}
+
+void
+_mesa_MultiTexCoord1sARB(GLenum target, GLshort s)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( s );
+}
+
+void
+_mesa_MultiTexCoord1svARB(GLenum target, const GLshort *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD1( v[0] );
+}
+
+void
+_mesa_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( s, t );
+}
+
+void
+_mesa_MultiTexCoord2dvARB(GLenum target, const GLdouble *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( v[0], v[1] );
+}
+
+void
+_mesa_MultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( s, t );
+}
+
+void
+_mesa_MultiTexCoord2fvARB(GLenum target, const GLfloat *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( v[0], v[1] );
+}
+
+void
+_mesa_MultiTexCoord2iARB(GLenum target, GLint s, GLint t)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( s, t );
+}
+
+void
+_mesa_MultiTexCoord2ivARB(GLenum target, const GLint *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( v[0], v[1] );
+}
+
+void
+_mesa_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( s, t );
+}
+
+void
+_mesa_MultiTexCoord2svARB(GLenum target, const GLshort *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD2( v[0], v[1] );
+}
+
+void
+_mesa_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( s, t, r );
+}
+
+void
+_mesa_MultiTexCoord3dvARB(GLenum target, const GLdouble *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( v[0], v[1], v[2] );
+}
+
+void
+_mesa_MultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( s, t, r );
+}
+
+void
+_mesa_MultiTexCoord3fvARB(GLenum target, const GLfloat *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( v[0], v[1], v[2] );
+}
+
+void
+_mesa_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( s, t, r );
+}
+
+void
+_mesa_MultiTexCoord3ivARB(GLenum target, const GLint *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( v[0], v[1], v[2] );
+}
+
+void
+_mesa_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( s, t, r );
+}
+
+void
+_mesa_MultiTexCoord3svARB(GLenum target, const GLshort *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD3( v[0], v[1], v[2] );
+}
+
+void
+_mesa_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( s, t, r, q );
+}
+
+void
+_mesa_MultiTexCoord4dvARB(GLenum target, const GLdouble *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( v[0], v[1], v[2], v[3] );
+}
+
+void
+_mesa_MultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( s, t, r, q );
+}
+
+
+void
+_mesa_MultiTexCoord4fvARB(GLenum target, const GLfloat *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( v[0], v[1], v[2], v[3] );
+}
+
+void
+_mesa_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( s, t, r, q );
+}
+
+void
+_mesa_MultiTexCoord4ivARB(GLenum target, const GLint *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( v[0], v[1], v[2], v[3] );
+}
+
+void
+_mesa_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( s, t, r, q );
+}
+
+void
+_mesa_MultiTexCoord4svARB(GLenum target, const GLshort *v)
+{
+ GLint texSet;
+ GET_IMMEDIATE;
+ CHECK_ARB
+ MULTI_TEXCOORD4( v[0], v[1], v[2], v[3] );
+}
+