/* -*- mode: C; tab-width:8; c-basic-offset:8 -*- */
/* $Id: types.h,v 1.18.2.6 1999/12/21 17:22:40 keithw Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  3.1
 * 
 * Copyright (C) 1999  Brian Paul   All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */





#ifndef TYPES_H
#define TYPES_H
 

#include "GL/gl.h"
#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#include "config.h"
#include "macros.h"
#include "fixed.h"
#include "extensions.h"
#include "vector.h"
#include "matrix.h"
#include "vb.h"

/*
#if !defined(MESA_MINOR_VERSION) || !defined(MESA_MAJOR_VERSION)
#error "Compiling with non-Mesa GL.h"
#endif

#if (MESA_MINOR_VERSION != 1) || (MESA_MAJOR_VERSION != 3)
#error "Compiling with GL.h from a different Mesa version"
#endif
*/

/* This should rev. quite quickly - perhaps every time this file is
 * committed, to allow dependent projects to track changes to mesa's
 * internals.
 */
#define MESA_BRANCH 0
#define MESA_TINY_VERSION 2
#define MESA_VERSION MESA_VER(MESA_MAJOR_VERSION, \
                              MESA_MINOR_VERSION, \
                              MESA_BRANCH, \
                              MESA_TINY_VERSION)

#define MESA_VER(x,y,z,w) ((x<<24)+(y<<16)+(z<<10)+w)


#define GL_MAX_TEXTURES GL_MAX_TEXTURES_SGIS


/*
 * Color channel data type:
 */
#if CHAN_BITS==8
   typedef GLubyte GLchan;
#elif CHAN_BITS==16
   typedef GLushort GLchan;
#else
   illegal number of color channel bits
#endif


/*
 * Accumulation buffer data type:
 */
#if ACCUM_BITS==8
   typedef GLbyte GLaccum;
#elif ACCUM_BITS==16
   typedef GLshort GLaccum;
#else
#  error "illegal number of accumulation bits"
#endif


/*
 * Stencil buffer data type:
 */
#if STENCIL_BITS==8
   typedef GLubyte GLstencil;
#  define STENCIL_MAX 0xff
#elif STENCIL_BITS==16
   typedef GLushort GLstencil
#  define STENCIL_MAX 0xffff
#else
#  error "illegal number of stencil bits"
#endif



/*
 * Depth buffer data type:
 */
#if DEPTH_BITS==16
   typedef GLushort GLdepth;
#elif DEPTH_BITS==32
   typedef GLint GLdepth;
#else
#  error "illegal number of depth bits"
#endif



/*
 * Some forward type declarations
 */
struct HashTable;

typedef struct gl_visual GLvisual;

typedef struct gl_frame_buffer GLframebuffer;

struct gl_pixelstore_attrib;


/*
 * Functions for transformation of normals in the VB.
 */
typedef void (*normal_func)( const GLmatrix *mat,
			     GLfloat scale,
			     const GLvector3f *in,
			     const GLfloat lengths[],
			     const GLubyte mask[],
			     GLvector3f *dest );



/*
 * Point, line, triangle, quadrilateral and rectangle rasterizer functions:
 */
typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last );

typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );

typedef void (*triangle_func)( GLcontext *ctx,
                               GLuint v1, GLuint v2, GLuint v3, GLuint pv );

typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2,
                           GLuint v3, GLuint v4, GLuint pv );

typedef void (*rect_func)( GLcontext *ctx, GLint x, GLint y,
                           GLint width, GLint height );



/*
 * The auxiliary interpolation function for clipping - now always in 
 * clip space.
 */
typedef void (*clip_interp_func)( struct vertex_buffer *VB, GLuint dst,
                                  GLfloat t, GLuint in, GLuint out );


/*
 * Renders vertices in vertex buffer
 */
typedef void (*render_vb_func)( GLcontext *ctx );


/*
 * Blending function
 */
typedef void (*blend_func)( GLcontext *ctx, GLuint n, const GLubyte mask[],
                            GLubyte src[][4], CONST GLubyte dst[][4] );



/*
 * For texture sampling:
 */
struct gl_texture_object;

typedef void (*TextureSampleFunc)( const struct gl_texture_object *tObj,
                                   GLuint n,
                                   const GLfloat s[], const GLfloat t[],
                                   const GLfloat u[], const GLfloat lambda[],
                                   GLubyte rgba[][4] );



/* Generic internal image format */
struct gl_image {
	GLint Width;
	GLint Height;
	GLint Depth;		/* for 3-D texturing */
	GLint Components;	/* 1, 2, 3 or 4 */
        GLenum Format;		/* GL_COLOR_INDEX, GL_RED, GL_RGB, etc */
	GLenum Type;		/* GL_UNSIGNED_BYTE or GL_FLOAT or GL_BITMAP */
	GLvoid *Data;
	GLboolean ErrorFlag;
	GLint RefCount;
};



/* Texture image record */
struct gl_texture_image {
	GLenum Format;		/* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
				 * GL_INTENSITY, GL_RGB, GL_RGBA, or
				 * GL_COLOR_INDEX only
				 */
	GLenum IntFormat;	/* Internal format as given by the user */
        GLubyte RedBits;	/* Bits per texel component              */
        GLubyte GreenBits;	/*   These are initialized by Mesa but   */
        GLubyte BlueBits;	/*   may be reassigned by the device     */
        GLubyte AlphaBits;	/*   driver to indicate the true texture */
        GLubyte IntensityBits;	/*   color resolution.                   */
        GLubyte LuminanceBits;
        GLubyte IndexBits;
	GLuint Border;		/* 0 or 1 */
	GLuint Width;		/* = 2^WidthLog2 + 2*Border */
	GLuint Height;		/* = 2^HeightLog2 + 2*Border */
	GLuint Depth;		/* = 2^DepthLog2 + 2*Border */
	GLuint Width2;		/* = Width - 2*Border */
	GLuint Height2;		/* = Height - 2*Border */
	GLuint Depth2;		/* = Depth - 2*Border */
	GLuint WidthLog2;	/* = log2(Width2) */
	GLuint HeightLog2;	/* = log2(Height2) */
	GLuint DepthLog2;	/* = log2(Depth2) */
	GLuint MaxLog2;		/* = MAX(WidthLog2, HeightLog2) */
	GLubyte *Data;		/* Image data as unsigned bytes */

	/* For device driver: */
	void *DriverData;	/* Arbitrary device driver data */
};


/*
 * All gl* API functions in api*.c jump through pointers in this struct.
 */
struct gl_api_table {
   void (*Accum)( GLcontext *, GLenum, GLfloat );
   void (*AlphaFunc)( GLcontext *, GLenum, GLclampf );
   GLboolean (*AreTexturesResident)( GLcontext *, GLsizei,
                                     const GLuint *, GLboolean * );
   void (*BindTexture)( GLcontext *, GLenum, GLuint );
   void (*Bitmap)( GLcontext *, GLsizei, GLsizei, GLfloat, GLfloat,
                   GLfloat, GLfloat, const GLubyte *,
                   const struct gl_pixelstore_attrib *packing );
   void (*BlendColor)( GLcontext *, GLclampf, GLclampf, GLclampf, GLclampf);
   void (*BlendEquation)( GLcontext *, GLenum );
   void (*BlendFunc)( GLcontext *, GLenum, GLenum );
   void (*BlendFuncSeparate)( GLcontext *, GLenum, GLenum, GLenum, GLenum );
   void (*CallList)( GLcontext *, GLuint list );
   void (*CallLists)( GLcontext *, GLsizei, GLenum, const GLvoid * );
   void (*Clear)( GLcontext *, GLbitfield );
   void (*ClearAccum)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat );
   void (*ClearColor)( GLcontext *, GLclampf, GLclampf, GLclampf, GLclampf );
   void (*ClearDepth)( GLcontext *, GLclampd );
   void (*ClearIndex)( GLcontext *, GLfloat );
   void (*ClearStencil)( GLcontext *, GLint );
   void (*ClipPlane)( GLcontext *, GLenum, const GLfloat * );
   void (*ColorMask)( GLcontext *,
			GLboolean, GLboolean, GLboolean, GLboolean );
   void (*ColorMaterial)( GLcontext *, GLenum, GLenum );
   void (*ColorTable)( GLcontext *, GLenum, GLenum, struct gl_image * );
   void (*ColorSubTable)( GLcontext *, GLenum, GLsizei, struct gl_image * );
   void (*CopyPixels)( GLcontext *, GLint, GLint, GLsizei, GLsizei, GLenum );
   void (*CopyTexImage1D)( GLcontext *, GLenum, GLint, GLenum,
                           GLint, GLint, GLsizei, GLint );
   void (*CopyTexImage2D)( GLcontext *, GLenum, GLint, GLenum,
                           GLint, GLint, GLsizei, GLsizei, GLint );
   void (*CopyTexSubImage1D)( GLcontext *, GLenum, GLint, GLint,
                              GLint, GLint, GLsizei );
   void (*CopyTexSubImage2D)( GLcontext *, GLenum, GLint, GLint, GLint,
                              GLint, GLint, GLsizei, GLsizei );
   void (*CopyTexSubImage3D)(GLcontext *, GLenum, GLint, GLint, GLint, GLint,
                             GLint, GLint, GLsizei, GLsizei  );
   void (*CullFace)( GLcontext *, GLenum );
   void (*DeleteLists)( GLcontext *, GLuint, GLsizei );
   void (*DeleteTextures)( GLcontext *, GLsizei, const GLuint *);
   void (*DepthFunc)( GLcontext *, GLenum );
   void (*DepthMask)( GLcontext *, GLboolean );
   void (*DepthRange)( GLcontext *, GLclampd, GLclampd );
   void (*Disable)( GLcontext *, GLenum );
   void (*DisableClientState)( GLcontext *, GLenum );
   void (*DrawBuffer)( GLcontext *, GLenum );
   void (*DrawPixels)( GLcontext *, struct gl_image *image );
   void (*Enable)( GLcontext *, GLenum );
   void (*Error)( GLcontext *, GLenum, const char * );
   void (*EnableClientState)( GLcontext *, GLenum );
   void (*EndList)( GLcontext * );
   void (*EvalMesh1)( GLcontext *, GLenum, GLint, GLint );
   void (*EvalMesh2)( GLcontext *, GLenum, GLint, GLint, GLint, GLint );
   void (*FeedbackBuffer)( GLcontext *, GLsizei, GLenum, GLfloat * );
   void (*Finish)( GLcontext * );
   void (*Flush)( GLcontext * );
   void (*Fogfv)( GLcontext *, GLenum, const GLfloat * );
   void (*FrontFace)( GLcontext *, GLenum );
   void (*Frustum)( GLcontext *, GLdouble, GLdouble, GLdouble, GLdouble,
                    GLdouble, GLdouble );
   GLuint (*GenLists)( GLcontext *, GLsizei );
   void (*GenTextures)( GLcontext *, GLsizei, GLuint * );
   void (*GetBooleanv)( GLcontext *, GLenum, GLboolean * );
   void (*GetClipPlane)( GLcontext *, GLenum, GLdouble * );
   void (*GetColorTable)( GLcontext *, GLenum, GLenum, GLenum, GLvoid *);
   void (*GetColorTableParameteriv)( GLcontext *, GLenum, GLenum, GLint *);
   void (*GetDoublev)( GLcontext *, GLenum, GLdouble * );
   GLenum (*GetError)( GLcontext * );
   void (*GetFloatv)( GLcontext *, GLenum, GLfloat * );
   void (*GetIntegerv)( GLcontext *, GLenum, GLint * );
   const GLubyte* (*GetString)( GLcontext *, GLenum name );
   void (*GetLightfv)( GLcontext *, GLenum light, GLenum, GLfloat * );
   void (*GetLightiv)( GLcontext *, GLenum light, GLenum, GLint * );
   void (*GetMapdv)( GLcontext *, GLenum, GLenum, GLdouble * );
   void (*GetMapfv)( GLcontext *, GLenum, GLenum, GLfloat * );
   void (*GetMapiv)( GLcontext *, GLenum, GLenum, GLint * );
   void (*GetMaterialfv)( GLcontext *, GLenum, GLenum, GLfloat * );
   void (*GetMaterialiv)( GLcontext *, GLenum, GLenum, GLint * );
   void (*GetPixelMapfv)( GLcontext *, GLenum, GLfloat * );
   void (*GetPixelMapuiv)( GLcontext *, GLenum, GLuint * );
   void (*GetPixelMapusv)( GLcontext *, GLenum, GLushort * );
   void (*GetPointerv)( GLcontext *, GLenum, GLvoid ** );
   void (*GetPolygonStipple)( GLcontext *, GLubyte * );
   void (*PrioritizeTextures)( GLcontext *, GLsizei, const GLuint *,
                               const GLclampf * );
   void (*GetTexEnvfv)( GLcontext *, GLenum, GLenum, GLfloat * );
   void (*GetTexEnviv)( GLcontext *, GLenum, GLenum, GLint * );
   void (*GetTexGendv)( GLcontext *, GLenum coord, GLenum, GLdouble * );
   void (*GetTexGenfv)( GLcontext *, GLenum coord, GLenum, GLfloat * );
   void (*GetTexGeniv)( GLcontext *, GLenum coord, GLenum, GLint * );
   void (*GetTexImage)( GLcontext *, GLenum, GLint level, GLenum, GLenum,
                        GLvoid * );
   void (*GetTexLevelParameterfv)( GLcontext *,
				     GLenum, GLint, GLenum, GLfloat * );
   void (*GetTexLevelParameteriv)( GLcontext *,
				     GLenum, GLint, GLenum, GLint * );
   void (*GetTexParameterfv)( GLcontext *, GLenum, GLenum, GLfloat *);
   void (*GetTexParameteriv)( GLcontext *, GLenum, GLenum, GLint * );
   GLboolean (*Hint)( GLcontext *, GLenum, GLenum );
   void (*IndexMask)( GLcontext *, GLuint );
   void (*InitNames)( GLcontext * );
   GLboolean (*IsEnabled)( GLcontext *, GLenum );
   GLboolean (*IsList)( GLcontext *, GLuint );
   GLboolean (*IsTexture)( GLcontext *, GLuint );
   void (*LightModelfv)( GLcontext *, GLenum, const GLfloat * );
   void (*Lightfv)( GLcontext *, GLenum light, GLenum, const GLfloat *, GLint);
   void (*LineStipple)( GLcontext *, GLint factor, GLushort );
   void (*LineWidth)( GLcontext *, GLfloat );
   void (*ListBase)( GLcontext *, GLuint );
   void (*LoadIdentity)( GLcontext * );
   /* LoadMatrixd implemented with glLoadMatrixf */
   void (*LoadMatrixf)( GLcontext *, const GLfloat * );
   void (*LoadName)( GLcontext *, GLuint );
   void (*LogicOp)( GLcontext *, GLenum );
   void (*Map1f)( GLcontext *, GLenum, GLfloat, GLfloat, GLint, GLint,
		  const GLfloat *, GLboolean );
   void (*Map2f)( GLcontext *, GLenum, GLfloat, GLfloat, GLint, GLint,
		  GLfloat, GLfloat, GLint, GLint, const GLfloat *,
		  GLboolean );
   void (*MapGrid1f)( GLcontext *, GLint, GLfloat, GLfloat );
   void (*MapGrid2f)( GLcontext *, GLint, GLfloat, GLfloat,
			GLint, GLfloat, GLfloat );
   void (*MatrixMode)( GLcontext *, GLenum );
   /* MultMatrixd implemented with glMultMatrixf */
   void (*MultMatrixf)( GLcontext *, const GLfloat * );
   void (*NewList)( GLcontext *, GLuint list, GLenum );
   void (*Ortho)( GLcontext *, GLdouble, GLdouble, GLdouble, GLdouble,
                  GLdouble, GLdouble );
   void (*PassThrough)( GLcontext *, GLfloat );
   void (*PixelMapfv)( GLcontext *, GLenum, GLint, const GLfloat * );
   void (*PixelStorei)( GLcontext *, GLenum, GLint );
   void (*PixelTransferf)( GLcontext *, GLenum, GLfloat );
   void (*PixelZoom)( GLcontext *, GLfloat, GLfloat );
   void (*PointParameterfvEXT)( GLcontext *, GLenum, const GLfloat * );
   void (*PointSize)( GLcontext *, GLfloat );
   void (*PolygonMode)( GLcontext *, GLenum, GLenum );
   void (*PolygonOffset)( GLcontext *, GLfloat, GLfloat );
   void (*PolygonStipple)( GLcontext *, const GLuint * );
   void (*PopAttrib)( GLcontext * );
   void (*PopClientAttrib)( GLcontext * );
   void (*PopMatrix)( GLcontext * );
   void (*PopName)( GLcontext * );
   void (*PushAttrib)( GLcontext *, GLbitfield );
   void (*PushClientAttrib)( GLcontext *, GLbitfield );
   void (*PushMatrix)( GLcontext * );
   void (*PushName)( GLcontext *, GLuint );
   void (*RasterPos4f)( GLcontext *,
                        GLfloat x, GLfloat y, GLfloat z, GLfloat w );
   void (*ReadBuffer)( GLcontext *, GLenum );
   void (*ReadPixels)( GLcontext *, GLint, GLint, GLsizei, GLsizei, GLenum,
			 GLenum, GLvoid * );
   void (*Rectf)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat );
   GLint (*RenderMode)( GLcontext *, GLenum );
   void (*Rotatef)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat );
   void (*Scalef)( GLcontext *, GLfloat, GLfloat, GLfloat );
   void (*Scissor)( GLcontext *, GLint, GLint, GLsizei, GLsizei);
   void (*SelectBuffer)( GLcontext *, GLsizei, GLuint * );
   void (*ShadeModel)( GLcontext *, GLenum );
   void (*StencilFunc)( GLcontext *, GLenum, GLint, GLuint );
   void (*StencilMask)( GLcontext *, GLuint );
   void (*StencilOp)( GLcontext *, GLenum, GLenum, GLenum );

   void (*TexEnvfv)( GLcontext *, GLenum, GLenum, const GLfloat * );
   void (*TexGenfv)( GLcontext *, GLenum coord, GLenum, const GLfloat * );
   void (*TexImage1D)( GLcontext *, GLenum, GLint, GLint, GLsizei,
                       GLint, GLenum, GLenum, const GLvoid * );
   void (*TexImage2D)( GLcontext *, GLenum, GLint, GLint, GLsizei, GLsizei,
                       GLint, GLenum, GLenum, const GLvoid *);
   void (*TexSubImage1D)( GLcontext *, GLenum, GLint, GLint, GLsizei,
                          GLenum, GLenum, const GLvoid * );
   void (*TexSubImage2D)( GLcontext *, GLenum, GLint, GLint, GLint,
                          GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
   void (*TexImage3D)(GLcontext *, GLenum, GLint, GLint, GLsizei, GLsizei,
                      GLsizei, GLint, GLenum, GLenum, const GLvoid *);
   void (*TexSubImage3D)(GLcontext *, GLenum, GLint, GLint, GLint, GLint,
                         GLsizei, GLsizei, GLsizei, GLenum, GLenum,
                         const GLvoid *);
   void (*TexParameterfv)( GLcontext *, GLenum, GLenum, const GLfloat * );
   /* Translated implemented by Translatef */
   void (*Translatef)( GLcontext *, GLfloat, GLfloat, GLfloat );

   void (*Viewport)( GLcontext *, GLint, GLint, GLsizei, GLsizei );

   /* GL_MESA_window_pos extension */
   void (*WindowPos4fMESA)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat );

   /* GL_MESA_resize_buffers extension */
   void (*ResizeBuffersMESA)( GLcontext * );

   /* GL_ARB_multitexture */
   void (*ActiveTexture)( GLcontext *, GLenum );
   void (*ClientActiveTexture)( GLcontext *, GLenum );
};



typedef void (*render_func)( struct vertex_buffer *VB, 
			     GLuint start,
			     GLuint count,
			     GLuint parity );





/* This has to included here. */
#include "dd.h"


/*
 * Bit flags used for updating material values.
 */
#define FRONT_AMBIENT_BIT     0x1
#define BACK_AMBIENT_BIT      0x2
#define FRONT_DIFFUSE_BIT     0x4
#define BACK_DIFFUSE_BIT      0x8
#define FRONT_SPECULAR_BIT   0x10
#define BACK_SPECULAR_BIT    0x20
#define FRONT_EMISSION_BIT   0x40
#define BACK_EMISSION_BIT    0x80
#define FRONT_SHININESS_BIT 0x100
#define BACK_SHININESS_BIT  0x200
#define FRONT_INDEXES_BIT   0x400
#define BACK_INDEXES_BIT    0x800

#define FRONT_MATERIAL_BITS	(FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \
				 FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \
				 FRONT_SHININESS_BIT | FRONT_INDEXES_BIT)

#define BACK_MATERIAL_BITS	(BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \
				 BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \
				 BACK_SHININESS_BIT | BACK_INDEXES_BIT)

#define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)



/*
 * Specular exponent and material shininess lookup table sizes:
 */
#define EXP_TABLE_SIZE 512
#define SHINE_TABLE_SIZE 256

struct gl_light {
        struct gl_light *next;	        /* double linked list with sentinel */
        struct gl_light *prev;

	GLfloat Ambient[4];		/* ambient color */
	GLfloat Diffuse[4];		/* diffuse color */
	GLfloat Specular[4];		/* specular color */
	GLfloat EyePosition[4];		/* position in eye coordinates */
	GLfloat EyeDirection[4];	/* spotlight dir in eye coordinates */
	GLfloat SpotExponent;
	GLfloat SpotCutoff;		/* in degress */
        GLfloat CosCutoff;		/* = MAX(0, cos(SpotCutoff)) */
	GLfloat ConstantAttenuation;
	GLfloat LinearAttenuation;
	GLfloat QuadraticAttenuation;
	GLboolean Enabled;		/* On/off flag */

	/* Derived fields */
        GLuint Flags;		/* State */

	GLfloat Position[4];		/* position in eye/obj coordinates */
	GLfloat VP_inf_norm[3];		/* Norm direction to infinite light */
	GLfloat h_inf_norm[3];		/* Norm( VP_inf_norm + <0,0,1> ) */
        GLfloat NormDirection[4];	/* normalized spotlight direction */
        GLfloat VP_inf_spot_attenuation; 

        GLfloat SpotExpTable[EXP_TABLE_SIZE][2];  /* to replace a pow() call */
	GLfloat MatAmbient[2][3];	/* material ambient * light ambient */
	GLfloat MatDiffuse[2][3];	/* material diffuse * light diffuse */
	GLfloat MatSpecular[2][3];	/* material spec * light specular */
	GLfloat dli;			/* CI diffuse light intensity */
	GLfloat sli;			/* CI specular light intensity */
        GLboolean IsMatSpecular[2];
};


struct gl_lightmodel {
	GLfloat Ambient[4];		/* ambient color */
	GLboolean LocalViewer;		/* Local (or infinite) view point? */
	GLboolean TwoSide;		/* Two (or one) sided lighting? */
	GLenum ColorControl;		/* either GL_SINGLE_COLOR */
					/* or GL_SEPARATE_SPECULAR_COLOR */
};


/*
 * Attribute structures:
 *    We define a struct for each attribute group to make pushing and
 *    popping attributes easy.  Also it's a good organization.
 */


struct gl_accum_attrib {
	GLfloat ClearColor[4];	/* Accumulation buffer clear color */
};


/*
 * Used in DrawDestMask below
 */
#define FRONT_LEFT_BIT  1
#define FRONT_RIGHT_BIT 2
#define BACK_LEFT_BIT   4
#define BACK_RIGHT_BIT  8


struct gl_colorbuffer_attrib {
	GLuint ClearIndex;		/* Index to use for glClear */
	GLfloat ClearColor[4];		/* Color to use for glClear */

	GLuint IndexMask;		/* Color index write mask */
	GLubyte ColorMask[4];		/* Each flag is 0xff or 0x0 */
        GLboolean SWmasking;		/* Do color/CI masking in software? */

	GLenum DrawBuffer;		/* Which buffer to draw into */
	GLenum DriverDrawBuffer;	/* Current device driver dest buffer */
	GLboolean MultiDrawBuffer;	/* Drawing to mutliple buffers? */
        GLubyte DrawDestMask;		/* bitwise-OR of bitflags above */

	/* alpha testing */
	GLboolean AlphaEnabled;		/* Alpha test enabled flag */
	GLenum AlphaFunc;		/* Alpha test function */
	GLubyte AlphaRef;		/* Alpha ref value in range [0,255] */

	/* blending */
	GLboolean BlendEnabled;		/* Blending enabled flag */
	GLenum BlendSrcRGB;		/* Blending source operator */
	GLenum BlendDstRGB;		/* Blending destination operator */
	GLenum BlendSrcA;		/* GL_INGR_blend_func_separate */
	GLenum BlendDstA;		/* GL_INGR_blend_func_separate */
	GLenum BlendEquation;
	GLfloat BlendColor[4];
	blend_func BlendFunc;		/* Points to C blending function */

	/* logic op */
	GLenum LogicOp;			/* Logic operator */
	GLboolean IndexLogicOpEnabled;	/* Color index logic op enabled flag */
	GLboolean ColorLogicOpEnabled;	/* RGBA logic op enabled flag */
	GLboolean SWLogicOpEnabled;	/* Do logic ops in software? */

	GLboolean DitherFlag;		/* Dither enable flag */
};


struct gl_current_attrib {

	/* KW: These values valid only when the VB is flushed.  
	 */
	GLuint Flag;		                /* Contains size information */
	GLfloat Normal[3];
	GLubyte ByteColor[4];			/* Current RGBA color */
	GLuint Index;				/* Current color index */
	GLboolean EdgeFlag;			/* Current edge flag */
	GLfloat Texcoord[MAX_TEXTURE_UNITS][4];	/* Current texture coords */
	GLenum Primitive;	                /* Prim or GL_POLYGON+1 */
	
	/* KW: No change to these values.
	 */
	GLfloat RasterPos[4];			/* Current raster position */
	GLfloat RasterDistance;			/* Current raster distance */
	GLfloat RasterColor[4];			/* Current raster color */
	GLuint  RasterIndex;			/* Current raster index */
	GLfloat *RasterTexCoord;		/* Current raster texcoord*/
	GLfloat RasterMultiTexCoord[MAX_TEXTURE_UNITS][4];
	GLboolean RasterPosValid;		/* Raster po valid flag */
};


struct gl_depthbuffer_attrib {
	GLenum Func;		/* Function for depth buffer compare */
	GLfloat Clear;		/* Value to clear depth buffer to */
	GLboolean Test;		/* Depth buffering enabled flag */
	GLboolean Mask;		/* Depth buffer writable? */
};


struct gl_enable_attrib {
	GLboolean AlphaTest;
	GLboolean AutoNormal;
	GLboolean Blend;
	GLboolean ClipPlane[MAX_CLIP_PLANES];
	GLboolean ColorMaterial;
	GLboolean CullFace;
	GLboolean DepthTest;
	GLboolean Dither;
	GLboolean Fog;
	GLboolean Light[MAX_LIGHTS];
	GLboolean Lighting;
	GLboolean LineSmooth;
	GLboolean LineStipple;
	GLboolean IndexLogicOp;
	GLboolean ColorLogicOp;
	GLboolean Map1Color4;
	GLboolean Map1Index;
	GLboolean Map1Normal;
	GLboolean Map1TextureCoord1;
	GLboolean Map1TextureCoord2;
	GLboolean Map1TextureCoord3;
	GLboolean Map1TextureCoord4;
	GLboolean Map1Vertex3;
	GLboolean Map1Vertex4;
	GLboolean Map2Color4;
	GLboolean Map2Index;
	GLboolean Map2Normal;
	GLboolean Map2TextureCoord1;
	GLboolean Map2TextureCoord2;
	GLboolean Map2TextureCoord3;
	GLboolean Map2TextureCoord4;
	GLboolean Map2Vertex3;
	GLboolean Map2Vertex4;
	GLboolean Normalize;
	GLboolean PointSmooth;
	GLboolean PolygonOffsetPoint;
	GLboolean PolygonOffsetLine;
	GLboolean PolygonOffsetFill;
	GLboolean PolygonSmooth;
	GLboolean PolygonStipple;
	GLboolean RescaleNormals;
	GLboolean Scissor;
	GLboolean Stencil;
	GLuint Texture;
	GLuint TexGen[MAX_TEXTURE_UNITS];
};


struct gl_eval_attrib {
	/* Enable bits */
	GLboolean Map1Color4;
	GLboolean Map1Index;
	GLboolean Map1Normal;
	GLboolean Map1TextureCoord1;
	GLboolean Map1TextureCoord2;
	GLboolean Map1TextureCoord3;
	GLboolean Map1TextureCoord4;
	GLboolean Map1Vertex3;
	GLboolean Map1Vertex4;
	GLboolean Map2Color4;
	GLboolean Map2Index;
	GLboolean Map2Normal;
	GLboolean Map2TextureCoord1;
	GLboolean Map2TextureCoord2;
	GLboolean Map2TextureCoord3;
	GLboolean Map2TextureCoord4;
	GLboolean Map2Vertex3;
	GLboolean Map2Vertex4;
	GLboolean AutoNormal;
	/* Map Grid endpoints and divisions and calculated du values */
	GLint MapGrid1un;
	GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
	GLint MapGrid2un, MapGrid2vn;
	GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
	GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
};


struct gl_fog_attrib {
	GLboolean Enabled;		/* Fog enabled flag */
	GLfloat Color[4];		/* Fog color */
	GLfloat Density;		/* Density >= 0.0 */
	GLfloat Start;			/* Start distance in eye coords */
	GLfloat End;			/* End distance in eye coords */
	GLfloat Index;			/* Fog index */
	GLenum Mode;			/* Fog mode */
};


struct gl_hint_attrib {
	/* always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE */
	GLenum PerspectiveCorrection;
	GLenum PointSmooth;
	GLenum LineSmooth;
	GLenum PolygonSmooth;
	GLenum Fog;

	/* GL_PGI_misc_hints */
	GLenum AllowDrawWin;
	GLenum AllowDrawSpn;
	GLenum AllowDrawMem;
	GLenum StrictLighting;

	/* GL_EXT_clip_volume_hint */
	GLenum ClipVolumeClipping;
};


struct gl_light_attrib {
   struct gl_light Light[MAX_LIGHTS];	/* Array of lights */
   struct gl_lightmodel Model;		/* Lighting model */
   struct gl_material Material[2];	/* Material 0=front, 1=back */
   GLboolean Enabled;			/* Lighting enabled flag */
   GLenum ShadeModel;			/* GL_FLAT or GL_SMOOTH */
   GLenum ColorMaterialFace;		/* GL_FRONT, BACK or FRONT_AND_BACK */
   GLenum ColorMaterialMode;		/* GL_AMBIENT, GL_DIFFUSE, etc */
   GLuint ColorMaterialBitmask;		/* bitmask formed from Face and Mode */
   GLboolean ColorMaterialEnabled;

   struct gl_light EnabledList;         /* List sentinel */

   /* Derived for optimizations: */
   GLboolean NeedVertices;		/* Use fast shader? */
   GLuint  Flags;		        /* State, see below */
   GLfloat BaseColor[2][3];
   GLubyte BaseAlpha[2];
};


#define LIGHT_POSITIONAL   0x4
#define LIGHT_SPECULAR     0x8
#define LIGHT_SPOT         0x10
#define LIGHT_LOCAL_VIEWER 0x20
#define LIGHT_TWO_SIDE     0x40

#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)

struct gl_line_attrib {
	GLboolean SmoothFlag;		/* GL_LINE_SMOOTH enabled? */
	GLboolean StippleFlag;		/* GL_LINE_STIPPLE enabled? */
	GLushort StipplePattern;	/* Stipple pattern */
	GLint StippleFactor;		/* Stipple repeat factor */
	GLfloat Width;			/* Line width */
};


struct gl_list_attrib {
	GLuint ListBase;
};


struct gl_pixel_attrib {
	GLenum ReadBuffer;		/* src buffer for glRead/CopyPixels */
	GLenum DriverReadBuffer;	/* Driver's current source buffer */
	GLfloat RedBias, RedScale;
	GLfloat GreenBias, GreenScale;
	GLfloat BlueBias, BlueScale;
	GLfloat AlphaBias, AlphaScale;
	GLboolean ScaleOrBiasRGBA;
	GLfloat DepthBias, DepthScale;
	GLint IndexShift, IndexOffset;
	GLboolean MapColorFlag;
	GLboolean MapStencilFlag;
	GLfloat ZoomX;			/* Pixel zoom X factor */
	GLfloat ZoomY;			/* Pixel zoom Y factor */
	GLint MapStoSsize;		/* Size of each pixel map */
	GLint MapItoIsize;
	GLint MapItoRsize;
	GLint MapItoGsize;
	GLint MapItoBsize;
	GLint MapItoAsize;
	GLint MapRtoRsize;
	GLint MapGtoGsize;
	GLint MapBtoBsize;
	GLint MapAtoAsize;
	GLint MapStoS[MAX_PIXEL_MAP_TABLE];	/* Pixel map tables */
	GLint MapItoI[MAX_PIXEL_MAP_TABLE];
	GLfloat MapItoR[MAX_PIXEL_MAP_TABLE];
	GLfloat MapItoG[MAX_PIXEL_MAP_TABLE];
	GLfloat MapItoB[MAX_PIXEL_MAP_TABLE];
	GLfloat MapItoA[MAX_PIXEL_MAP_TABLE];
	GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE];  /* converted to 8-bit color */
	GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE];
	GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE];
	GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE];
	GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE];
	GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE];
	GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE];
	GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE];
};


struct gl_point_attrib {
	GLboolean SmoothFlag;	/* True if GL_POINT_SMOOTH is enabled */
	GLfloat Size;		/* Point size */
	GLfloat Params[3];	/* Point Parameters EXT distance atenuation 
				   factors by default = {1,0,0} */ 
	GLfloat MinSize;	/* Default 0.0 always >=0 */
	GLfloat MaxSize;	/* Default MAX_POINT_SIZE */
	GLfloat Threshold;	/* Default 1.0 */ 
	GLboolean Attenuated;
};


struct gl_polygon_attrib {
	GLenum FrontFace;	/* Either GL_CW or GL_CCW */
	GLenum FrontMode;	/* Either GL_POINT, GL_LINE or GL_FILL */
	GLenum BackMode;	/* Either GL_POINT, GL_LINE or GL_FILL */
	GLboolean FrontBit;	/*  */
	GLboolean Unfilled;	/* True if back or front mode is not GL_FILL */
	GLboolean CullFlag;	/* Culling on/off flag */
        GLubyte CullBits;	/* Used for cull testing */
	GLboolean SmoothFlag;	/* True if GL_POLYGON_SMOOTH is enabled */
	GLboolean StippleFlag;	/* True if GL_POLYGON_STIPPLE is enabled */
	GLenum CullFaceMode;	/* Culling mode GL_FRONT or GL_BACK */
        GLfloat OffsetFactor;	/* Polygon offset factor */
        GLfloat OffsetUnits;	/* Polygon offset units */
        GLboolean OffsetPoint;	/* Offset in GL_POINT mode? */
        GLboolean OffsetLine;	/* Offset in GL_LINE mode? */
        GLboolean OffsetFill;	/* Offset in GL_FILL mode? */

};


struct gl_scissor_attrib {
	GLboolean Enabled;		/* Scissor test enabled? */
	GLint X, Y;			/* Lower left corner of box */
	GLsizei Width, Height;		/* Size of box */
};


struct gl_stencil_attrib {
	GLboolean Enabled;		/* Enabled flag */
	GLenum Function;		/* Stencil function */
	GLenum FailFunc;		/* Fail function */
	GLenum ZPassFunc;		/* Depth buffer pass function */
	GLenum ZFailFunc;		/* Depth buffer fail function */
	GLstencil Ref;			/* Reference value */
	GLstencil ValueMask;		/* Value mask */
	GLstencil Clear;		/* Clear value */
	GLstencil WriteMask;		/* Write mask */
};


/* TexGenEnabled flags */
#define S_BIT 1
#define T_BIT 2
#define R_BIT 4
#define Q_BIT 8

/* Texture Enabled flags */
#define TEXTURE0_1D S_BIT     /* Texture unit 0 (default) */
#define TEXTURE0_2D T_BIT
#define TEXTURE0_3D R_BIT
#define TEXTURE0_ANY (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D)
#define TEXTURE1_1D (S_BIT<<4)    /* Texture unit 1 */
#define TEXTURE1_2D (T_BIT<<4)
#define TEXTURE1_3D (R_BIT<<4)
#define TEXTURE1_ANY (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)

/* Bitmap versions of the GL_ constants.
 */
#define TEXGEN_SPHERE_MAP        0x1
#define TEXGEN_OBJ_LINEAR        0x2
#define TEXGEN_EYE_LINEAR        0x4
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV     0x10

#define TEXGEN_NEED_M            (TEXGEN_SPHERE_MAP)
#define TEXGEN_NEED_F            (TEXGEN_SPHERE_MAP        | \
				  TEXGEN_REFLECTION_MAP_NV)
#define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
				  TEXGEN_REFLECTION_MAP_NV | \
				  TEXGEN_NORMAL_MAP_NV)
#define TEXGEN_NEED_VERTICES     (TEXGEN_OBJ_LINEAR | 		\
				  TEXGEN_EYE_LINEAR |		\
				  TEXGEN_REFLECTION_MAP_NV |	\
				  TEXGEN_SPHERE_MAP )
#define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
				  TEXGEN_REFLECTION_MAP_NV | \
				  TEXGEN_NORMAL_MAP_NV     | \
				  TEXGEN_EYE_LINEAR)


/* A selection of state flags to make choosing optimized pipelines easier.
 */
#define ENABLE_TEX0         0xf	/* TEXTURE0_ANY */
#define ENABLE_TEX1         0xf0   /* TEXTURE1_ANY */
#define ENABLE_LIGHT        0x100
#define ENABLE_FOG          0x200
#define ENABLE_USERCLIP     0x400
#define ENABLE_TEXGEN0      0x800
#define ENABLE_TEXGEN1      0x1000
#define ENABLE_TEXMAT0      0x2000	/* Ie. not the identity matrix */
#define ENABLE_TEXMAT1      0x4000
#define ENABLE_VIEWCLIP     0x8000
#define ENABLE_NORMALIZE    0x10000
#define ENABLE_RESCALE      0x20000
#define ENABLE_POINT_ATTEN  0x40000


#define ENABLE_TEX_ANY  (ENABLE_TEX0 | ENABLE_TEX1)


typedef void (*texgen_func)( struct vertex_buffer *VB, 
			     GLuint textureSet);


/* Texture object record */
struct gl_texture_object {
	GLint RefCount;			/* reference count */
	GLuint Name;			/* an unsigned integer */
	GLuint Dimensions;		/* 1 or 2 or 3 */
	GLfloat Priority;		/* in [0,1] */
	GLubyte BorderColor[4];		/* as integers in [0,255] */
	GLenum WrapS;			/* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
	GLenum WrapT;			/* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
	GLenum WrapR;			/* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
	GLenum MinFilter;		/* minification filter */
	GLenum MagFilter;		/* magnification filter */
	GLfloat MinLod;			/* OpenGL 1.2 */
	GLfloat MaxLod;			/* OpenGL 1.2 */
	GLint BaseLevel;		/* OpenGL 1.2 */
	GLint MaxLevel;			/* OpenGL 1.2 */
	GLint P;			/* Highest mipmap level */
	GLfloat M;			/* = MIN(MaxLevel, P) - BaseLevel */
	GLfloat MinMagThresh;		/* min/mag threshold */
	struct gl_texture_image *Image[MAX_TEXTURE_LEVELS];

	/* GL_EXT_paletted_texture */
	GLubyte Palette[MAX_TEXTURE_PALETTE_SIZE*4];
	GLuint PaletteSize;
	GLenum PaletteIntFormat;
	GLenum PaletteFormat;

	/* For device driver: */
	GLboolean Dirty;	/* Is this texture object in dirty list? */
	void *DriverData;	/* Arbitrary device driver data */

	GLboolean Complete;		/* Complete set of images? */
	TextureSampleFunc SampleFunc;	/* The texel sampling function */
	struct gl_texture_object *Next;		/* Next in linked list */
	struct gl_texture_object *NextDirty;	/* Next in dirty linked list */
};



/*
 * Texture units are new with the multitexture extension.
 */
struct gl_texture_unit {
	GLuint Enabled;
	GLuint ReallyEnabled;

	GLenum EnvMode;		/* GL_MODULATE, GL_DECAL, GL_BLEND */
	GLenum LastEnvMode;

	GLfloat EnvColor[4];
	GLuint TexGenEnabled;	/* Bitwise-OR of [STRQ]_BIT values */
	GLenum GenModeS;	/* Tex coord generation mode, either */
	GLenum GenModeT;	/*	GL_OBJECT_LINEAR, or */
	GLenum GenModeR;	/*	GL_EYE_LINEAR, or    */
	GLenum GenModeQ;	/*      GL_SPHERE_MAP        */
	GLuint GenBitS;
	GLuint GenBitT;
	GLuint GenBitR;
	GLuint GenBitQ;
	GLuint GenFlags;	/* bitwise or of GenBit[STRQ] */
	GLfloat ObjectPlaneS[4];
	GLfloat ObjectPlaneT[4];
	GLfloat ObjectPlaneR[4];
	GLfloat ObjectPlaneQ[4];
	GLfloat EyePlaneS[4];
	GLfloat EyePlaneT[4];
	GLfloat EyePlaneR[4];
	GLfloat EyePlaneQ[4];
	texgen_func *func;	/* points to array of func pointers */
	GLubyte Holes;		/* elements not generated by texgen */
	GLuint  TexgenSize;	/* size of element generated */
	GLboolean AnyTransform;	/* texgen or non-identity matrix */

	struct gl_texture_object *CurrentD[4];
	struct gl_texture_object *Current;
	GLuint CurrentDimension;

	struct gl_texture_object Saved1D;  /* only used by glPush/PopAttrib */
	struct gl_texture_object Saved2D;
	struct gl_texture_object Saved3D;
};


struct gl_texture_attrib {
	/* multitexture */
	GLuint CurrentUnit;			/* Current texture unit */
	GLuint CurrentTransformUnit;		/* Current texture xform unit */

	/* Bitwise-OR of TEXTURE_XD values */
	GLuint Enabled;		/* Enabled by the user */
	GLuint ReallyEnabled;	/* Really enabled (w.r.t. completeness, etc) */
	
	GLuint LastEnabled;	/* Decide whether enabled has really changed */

	GLboolean NeedNormals;
	GLboolean NeedEyeCoords;

	struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
	
	struct gl_texture_object *Proxy1D;
	struct gl_texture_object *Proxy2D;
	struct gl_texture_object *Proxy3D;

	/* GL_EXT_shared_texture_palette */
	GLboolean SharedPalette;
	GLubyte Palette[MAX_TEXTURE_PALETTE_SIZE*4];
	GLuint PaletteSize;
	GLenum PaletteIntFormat;
	GLenum PaletteFormat;

	/* GL_EXT_texture_env_add */
	GLboolean ExtAddEnv;	/* is the extension enabled? */
};



/* KW: Renamed ClipEquation to avoid having 'ClipClipEquation'
 */
struct gl_transform_attrib {
	GLenum MatrixMode;			/* Matrix mode */
	GLfloat EyeUserPlane[MAX_CLIP_PLANES][4];
	GLfloat ClipUserPlane[MAX_CLIP_PLANES][4]; /* derived */
	GLboolean ClipEnabled[MAX_CLIP_PLANES];
	GLubyte   AnyClip;			/* How many ClipEnabled? */
	GLboolean Normalize;			/* Normalize all normals? */
	GLboolean RescaleNormals;		/* GL_EXT_rescale_normal */
};


struct gl_viewport_attrib {
	GLint X, Y;		/* position */
	GLsizei Width, Height;	/* size */
	GLfloat Near, Far;	/* Depth buffer range */
        GLmatrix WindowMap;	/* Mapping transformation as a matrix. */
};


/* For the attribute stack: */
struct gl_attrib_node {
	GLbitfield kind;
	void *data;
	struct gl_attrib_node *next;
};



/*
 * Client pixel packing/unpacking attributes
 */
struct gl_pixelstore_attrib {
	GLint Alignment;
	GLint RowLength;
	GLint SkipPixels;
	GLint SkipRows;
	GLint ImageHeight;     /* for GL_EXT_texture3D */
	GLint SkipImages;      /* for GL_EXT_texture3D */
	GLboolean SwapBytes;
	GLboolean LsbFirst;
};


/*
 * Client vertex array attributes
 */
struct gl_client_array {
   GLint Size;
   GLenum Type;
   GLsizei Stride;		/* user-specified stride */
   GLsizei StrideB;		/* actual stride in bytes */
   void *Ptr;
   GLboolean Enabled;
};


/* KW:  New functions to populate a vector from data of a different type.
 *      Used in the array interface.  Flags & match only used in the
 *      specialized array-element case.
 */
typedef void (*trans_1ui_func)(GLuint *to,
			       const struct gl_client_array *from,
			       GLuint start, 
			       GLuint n );

typedef void (*trans_1ub_func)(GLubyte *to,
			       const struct gl_client_array *from,
			       GLuint start,
			       GLuint n );

typedef void (*trans_4ub_func)(GLubyte (*to)[4],
			       const struct gl_client_array *from,
			       GLuint start,
			       GLuint n );

typedef void (*trans_4f_func)(GLfloat (*to)[4],
			      const struct gl_client_array *from,
			      GLuint start, 
			      GLuint n );

typedef void (*trans_3f_func)(GLfloat (*to)[3],
			      const struct gl_client_array *from,
			      GLuint start, 
			      GLuint n );



typedef void (*trans_elt_1ui_func)(GLuint *to,
				   const struct gl_client_array *from,
				   GLuint *flags, 
				   GLuint *elts, 
				   GLuint match,
				   GLuint start,
				   GLuint n );

typedef void (*trans_elt_1ub_func)(GLubyte *to,
				   const struct gl_client_array *from,
				   GLuint *flags, 
				   GLuint *elts, 
				   GLuint match,
				   GLuint start,
				   GLuint n );

typedef void (*trans_elt_4ub_func)(GLubyte (*to)[4],
				   const struct gl_client_array *from,
				   GLuint *flags, 
				   GLuint *elts, 
				   GLuint match,
				   GLuint start,
				   GLuint n );

typedef void (*trans_elt_4f_func)(GLfloat (*to)[4],
				  const struct gl_client_array *from,
				  GLuint *flags, 
				  GLuint *elts, 
				  GLuint match,
				  GLuint start,
				  GLuint n );

typedef void (*trans_elt_3f_func)(GLfloat (*to)[3],
				  const struct gl_client_array *from,
				  GLuint *flags, 
				  GLuint *elts, 
				  GLuint match,
				  GLuint start,
				  GLuint n );



struct gl_array_attrib {
	struct gl_client_array Vertex;	     /* client data descriptors */
	struct gl_client_array Normal;
	struct gl_client_array Color;
	struct gl_client_array Index;
	struct gl_client_array TexCoord[MAX_TEXTURE_UNITS];
	struct gl_client_array EdgeFlag;

	trans_4f_func  VertexFunc;       /* conversion functions */
	trans_3f_func  NormalFunc;  
	trans_4ub_func ColorFunc;   
	trans_1ui_func IndexFunc;
	trans_4f_func  TexCoordFunc[MAX_TEXTURE_UNITS];
	trans_1ub_func EdgeFlagFunc;

	trans_elt_4f_func  VertexEltFunc; /* array elt conversion functions */
	trans_elt_3f_func  NormalEltFunc;  
	trans_elt_4ub_func ColorEltFunc;   
	trans_elt_1ui_func IndexEltFunc;
	trans_elt_4f_func  TexCoordEltFunc[MAX_TEXTURE_UNITS];
	trans_elt_1ub_func EdgeFlagEltFunc;

	GLint TexCoordInterleaveFactor;
	GLint ActiveTexture;		/* Client Active Texture */

	GLuint LockFirst;
	GLuint LockCount;
	
	GLuint Flag[VB_SIZE];	/* crock */
      	GLuint Flags;
	GLuint Summary;		/* Like flags, but no size information */
	GLuint NewArrayState;	/* Tracks which arrays have been changed. */
};


/* These are used to make the ctx->Current values look like
 * arrays (with zero StrideB).
 */
struct gl_fallback_arrays {
	struct gl_client_array Normal;
	struct gl_client_array Color;
	struct gl_client_array Index;
	struct gl_client_array TexCoord[MAX_TEXTURE_UNITS];
	struct gl_client_array EdgeFlag;
};

#define MAX_PIPELINE_STAGES     30

#define PIPE_IMMEDIATE          0x1
#define PIPE_PRECALC            0x2

#define PIPE_OP_VERT_XFORM      0x1
#define PIPE_OP_NORM_XFORM      0x2
#define PIPE_OP_LIGHT           0x4
#define PIPE_OP_FOG             0x8
#define PIPE_OP_TEX0            0x10
#define PIPE_OP_TEX1            0x20
#define PIPE_OP_RAST_SETUP_0    0x40
#define PIPE_OP_RAST_SETUP_1    0x80
#define PIPE_OP_RENDER          0x100
#define PIPE_OP_CVA_PREPARE     0x200


/* Nodes in a state machine to drive rendering of the various
 * point/line/tri primitives.
 */
struct gl_prim_state {
	GLuint v0, v1;
	GLboolean draw;
	GLboolean finish_loop;	/* not used... */
	struct gl_prim_state *next;
};


typedef void (*vb_func)( struct vertex_buffer *VB );
typedef void (*ctx_func)( GLcontext * );

struct gl_pipeline_stage {
	const char *name;
	GLuint ops;		     /* PIPE_OP flags */
	GLuint type;		     /* PIPE flags */
	GLuint special;		     /* PIPE flags - force update_inputs() */
	GLuint state_change;	     /* state flags - trigger update_inputs() */
	GLuint cva_state_change;     /* state flags - recalc cva buffer */
	GLuint elt_forbidden_inputs; /* VERT flags - force a pipeline recalc */
	GLuint pre_forbidden_inputs; /* VERT flags - force a pipeline recalc */
	GLuint active;		     /* PIPE flags */
	GLuint inputs;		     /* VERT flags */
	GLuint outputs;		     /* VERT flags */
	void (*check)( GLcontext *ctx, struct gl_pipeline_stage * );
	void (*run)( struct vertex_buffer *VB );
};


struct gl_pipeline {
	GLuint state_change;	 /* state changes which require recalc */
	GLuint cva_state_change; /* ... which require re-run */
	GLuint forbidden_inputs; /* inputs which require recalc */
	GLuint ops;		 /* what gets done in this pipe */
	GLuint changed_ops;
	GLuint inputs;
	GLuint outputs;
	GLuint new_inputs;
	GLuint new_outputs;
	GLuint fallback;
	GLuint type;
	GLuint pipeline_valid:1;
	GLuint data_valid:1;
	GLuint copy_transformed_data:1;
	GLuint replay_copied_vertices:1;
	GLuint new_state;	 /* state changes since last recalc */
	struct gl_pipeline_stage *stages[MAX_PIPELINE_STAGES];
};


struct gl_cva {
	struct gl_pipeline pre;
	struct gl_pipeline elt;
	
	struct gl_client_array Elt;
	trans_1ui_func EltFunc;

	struct vertex_buffer *VB;
	struct vertex_arrays v;
	struct vertex_data store;

	GLuint elt_count;
	GLenum elt_mode;
	GLuint elt_size;

	GLuint forbidden_inputs;
	GLuint orflag;
	GLuint merge;

	GLuint lock_changed;
	GLuint last_orflag;
	GLuint last_array_flags;
	GLuint last_array_new_state;
};


struct gl_feedback {
	GLenum Type;
	GLuint Mask;
	GLfloat *Buffer;
	GLuint BufferSize;
	GLuint Count;
};



struct gl_selection {
	GLuint *Buffer;
	GLuint BufferSize;	/* size of SelectBuffer */
	GLuint BufferCount;	/* number of values in SelectBuffer */
	GLuint Hits;		/* number of records in SelectBuffer */
	GLuint NameStackDepth;
	GLuint NameStack[MAX_NAME_STACK_DEPTH];
	GLboolean HitFlag;
	GLfloat HitMinZ, HitMaxZ;
};



/*
 * 1-D Evaluator control points
 */
struct gl_1d_map {
	GLuint Order;		/* Number of control points */
	GLfloat u1, u2, du;	/* u1, u2, 1.0/(u2-u1) */
	GLfloat *Points;	/* Points to contiguous control points */
	GLboolean Retain;	/* Reference counter */
};
	

/*
 * 2-D Evaluator control points
 */
struct gl_2d_map {
	GLuint Uorder;		/* Number of control points in U dimension */
	GLuint Vorder;		/* Number of control points in V dimension */
	GLfloat u1, u2, du;
	GLfloat v1, v2, dv;
	GLfloat *Points;	/* Points to contiguous control points */
	GLboolean Retain;	/* Reference counter */
};


/*
 * All evalutator control points
 */
struct gl_evaluators {
	/* 1-D maps */
	struct gl_1d_map Map1Vertex3;
	struct gl_1d_map Map1Vertex4;
	struct gl_1d_map Map1Index;
	struct gl_1d_map Map1Color4;
	struct gl_1d_map Map1Normal;
	struct gl_1d_map Map1Texture1;
	struct gl_1d_map Map1Texture2;
	struct gl_1d_map Map1Texture3;
	struct gl_1d_map Map1Texture4;

	/* 2-D maps */
	struct gl_2d_map Map2Vertex3;
	struct gl_2d_map Map2Vertex4;
	struct gl_2d_map Map2Index;
	struct gl_2d_map Map2Color4;
	struct gl_2d_map Map2Normal;
	struct gl_2d_map Map2Texture1;
	struct gl_2d_map Map2Texture2;
	struct gl_2d_map Map2Texture3;
	struct gl_2d_map Map2Texture4;
};



/*
 * State which can be shared by multiple contexts:
 */
struct gl_shared_state {
   GLint RefCount;			   /* Reference count */
   struct HashTable *DisplayList;	   /* Display lists hash table */
   struct HashTable *TexObjects;	   /* Texture objects hash table */
   struct gl_texture_object *TexObjectList;/* Linked list of texture objects */
   struct gl_texture_object *DirtyTexObjList; /* List of dirty tex objects */

   /* Default texture objects (shared by all multi-texture units) */
   struct gl_texture_object *DefaultD[4];
};



/*
 * Describes the color, depth, stencil and accum buffer parameters.
 * In C++ terms, think of this as a base class from which device drivers
 * will make derived classes.
 */
struct gl_visual {
	GLboolean RGBAflag;	/* Is frame buffer in RGBA mode, not CI? */
	GLboolean DBflag;	/* Is color buffer double buffered? */
	GLboolean StereoFlag;	/* stereo buffer? */

	GLint RedBits;		/* Bits per color component */
	GLint GreenBits;
	GLint BlueBits;
	GLint AlphaBits;

	GLint IndexBits;	/* Bits/pixel if in color index mode */

	GLint AccumBits;	/* Number of bits per color channel, or 0 */
	GLint DepthBits;	/* Number of bits in depth buffer, or 0 */
	GLint StencilBits;	/* Number of bits in stencil buffer, or 0 */

	GLboolean SoftwareAlpha;/* Implement software alpha buffer? */
};



/*
 * A "frame buffer" is a color buffer and its optional ancillary buffers:
 * depth, accum, stencil, and software-simulated alpha buffers.
 * In C++ terms, think of this as a base class from which device drivers
 * will make derived classes.
 */
struct gl_frame_buffer {
	GLvisual *Visual;	/* The corresponding visual */

	GLint Width;		/* Width of frame buffer in pixels */
	GLint Height;		/* Height of frame buffer in pixels */

	GLdepth *Depth;		/* array [Width*Height] of GLdepth values */

	/* Stencil buffer */
	GLstencil *Stencil;	/* array [Width*Height] of GLstencil values */

	/* Accumulation buffer */
	GLaccum *Accum;		/* array [4*Width*Height] of GLaccum values */

	/* Software alpha planes: */
	GLubyte *FrontLeftAlpha;  /* array [Width*Height] of GLubyte */
	GLubyte *BackLeftAlpha;   /* array [Width*Height] of GLubyte */
	GLubyte *FrontRightAlpha; /* array [Width*Height] of GLubyte */
	GLubyte *BackRightAlpha;  /* array [Width*Height] of GLubyte */
	GLubyte *Alpha;           /* Points to current alpha buffer */

	/* Drawing bounds: intersection of window size and scissor box */
	GLint Xmin, Xmax, Ymin, Ymax;
};


/*
 * Constants which may be overriden by device driver.
 */
struct gl_constants {
   GLint MaxTextureSize;
   GLint MaxTextureLevels;
   GLuint MaxTextureUnits;
   GLuint MaxArrayLockSize;
};


/*
 * List of extensions.
 */
struct extension;
struct gl_extensions {
   char *ext_string;
   struct extension *ext_list;
};


/*
 * Bitmasks to indicate which rasterization options are enabled (RasterMask)
 */
#define ALPHATEST_BIT		0x001	/* Alpha-test pixels */
#define BLEND_BIT		0x002	/* Blend pixels */
#define DEPTH_BIT		0x004	/* Depth-test pixels */
#define FOG_BIT			0x008	/* Per-pixel fog */
#define LOGIC_OP_BIT		0x010	/* Apply logic op in software */
#define SCISSOR_BIT		0x020	/* Scissor pixels */
#define STENCIL_BIT		0x040	/* Stencil pixels */
#define MASKING_BIT		0x080	/* Do glColorMask or glIndexMask */
#define ALPHABUF_BIT		0x100	/* Using software alpha buffer */
#define WINCLIP_BIT		0x200	/* Clip pixels/primitives to window */
#define MULTI_DRAW_BIT		0x400	/* Write to more than one color- */
                                        /* buffer or no buffers. */

/*
 * Bits to indicate what state has to be updated (NewState)
 */
#define NEW_LIGHTING	        0x1
#define NEW_RASTER_OPS	        0x2
#define NEW_TEXTURING	        0x4
#define NEW_POLYGON	        0x8
#define NEW_DRVSTATE0	        0x10 /* Reserved for drivers */
#define NEW_DRVSTATE1	        0x20 /* Reserved for drivers */
#define NEW_DRVSTATE2	        0x40 /* Reserved for drivers */
#define NEW_DRVSTATE3	        0x80 /* Reserved for drivers */
#define NEW_MODELVIEW	        0x100
#define NEW_PROJECTION	        0x200
#define NEW_TEXTURE_MATRIX	0x400
#define NEW_USER_CLIP	        0x800
#define NEW_TEXTURE_ENV         0x1000
#define NEW_CLIENT_STATE        0x2000
#define NEW_FOG                 0x4000
#define NEW_NORMAL_TRANSFORM    0x8000
#define NEW_VIEWPORT            0x10000
#define NEW_TEXTURE_ENABLE      0x20000
#define NEW_ALL		        ~0


#define NEW_DRIVER_STATE (NEW_DRVSTATE0 | NEW_DRVSTATE1 |	\
                          NEW_DRVSTATE2 | NEW_DRVSTATE3) 

/* What can the driver do, what requires us to call render_triangle or
 * a non-driver rasterize function?
 */
#define DD_FEEDBACK                 0x1
#define DD_SELECT                   0x2
#define DD_FLATSHADE                0x4
#define DD_MULTIDRAW                0x8
#define DD_SEPERATE_SPECULAR        0x10
#define DD_TRI_LIGHT_TWOSIDE        0x20
#define DD_TRI_UNFILLED             0x40
#define DD_TRI_SMOOTH               0x80
#define DD_TRI_STIPPLE              0x100
#define DD_TRI_OFFSET               0x200
#define DD_TRI_CULL                 0x400
#define DD_LINE_SMOOTH              0x800
#define DD_LINE_STIPPLE             0x1000
#define DD_LINE_WIDTH               0x2000
#define DD_POINT_SMOOTH             0x4000
#define DD_POINT_SIZE               0x8000
#define DD_POINT_ATTEN              0x10000
#define DD_LIGHTING_CULL            0x20000 /* never set by driver */
#define DD_POINT_SW_RASTERIZE       0x40000 
#define DD_LINE_SW_RASTERIZE        0x80000 
#define DD_TRI_SW_RASTERIZE         0x100000 
#define DD_QUAD_SW_RASTERIZE        0x200000 
#define DD_TRI_CULL_FRONT_BACK      0x400000 /* not supported by most drivers */
#define DD_Z_NEVER                  0x800000 
#define DD_STENCIL                  0x1000000 
#define DD_CLIP_FOG_COORD           0x2000000

#define DD_SW_SETUP           (DD_TRI_CULL|		\
                               DD_TRI_CULL_FRONT_BACK|	\
                               DD_TRI_OFFSET|		\
			       DD_TRI_LIGHT_TWOSIDE|	\
                               DD_TRI_UNFILLED)

#define DD_ANY_CULL           (DD_TRI_CULL_FRONT_BACK|	\
                               DD_TRI_CULL|		\
                               DD_LIGHTING_CULL)

#define DD_SW_RASTERIZE       (DD_POINT_SW_RASTERIZE|	\
                               DD_LINE_SW_RASTERIZE|	\
                               DD_TRI_SW_RASTERIZE|	\
                               DD_QUAD_SW_RASTERIZE)


/* Vertex buffer clipping flags 
 */
#define CLIP_RIGHT_SHIFT 	0
#define CLIP_LEFT_SHIFT 	1
#define CLIP_TOP_SHIFT  	2
#define CLIP_BOTTOM_SHIFT       3
#define CLIP_NEAR_SHIFT  	4
#define CLIP_FAR_SHIFT  	5

#define CLIP_RIGHT_BIT   0x01
#define CLIP_LEFT_BIT    0x02
#define CLIP_TOP_BIT     0x04
#define CLIP_BOTTOM_BIT  0x08
#define CLIP_NEAR_BIT    0x10
#define CLIP_FAR_BIT     0x20
#define CLIP_USER_BIT    0x40
#define CLIP_CULLED_BIT  0x80	/* Vertex has been culled */
#define CLIP_ALL_BITS    0x3f


/*
 * Bits to indicate which faces a vertex participates in,
 * what facing the primitive provoked by that vertex has,
 * and some misc. flags.
 */
#define VERT_FACE_FRONT       0x1	/* is in a front-color primitive */
#define VERT_FACE_REAR        0x2	/* is in a rear-color primitive */
#define PRIM_FACE_FRONT       0x4	/* use front color */
#define PRIM_FACE_REAR        0x8	/* use rear color */
#define PRIM_CLIPPED          0x10	/* needs clipping */
#define PRIM_USER_CLIPPED     CLIP_USER_BIT	/* 0x40 */


#define PRIM_FLAG_SHIFT  2
#define PRIM_FACE_FLAGS  (PRIM_FACE_FRONT|PRIM_FACE_REAR)
#define VERT_FACE_FLAGS  (VERT_FACE_FRONT|VERT_FACE_REAR)

#define PRIM_ANY_CLIP    (PRIM_CLIPPED|PRIM_USER_CLIPPED)
#define PRIM_NOT_CULLED  (PRIM_ANY_CLIP|PRIM_FACE_FLAGS)

/* Flags for ctx->VB->CullMode.
 */
#define CULL_MASK_ACTIVE  0x1
#define COMPACTED_NORMALS 0x2
#define CLIP_MASK_ACTIVE  0x4

/* Flags for selecting a shading function.  The first two bits are
 * shared with the cull mode (ie. cull_mask_active and
 * compacted_normals.)
 */
#define SHADE_RGBA_VERTICES     0x4
#define SHADE_RGBA_NORMALS      0x8
#define SHADE_RGBA_SPEC         0xc /* note - not a seperate bit */
#define SHADE_TWOSIDE           0x10

/* Flags for selecting a normal transformation function. 
 */
#define NORM_RESCALE   0x1	/* apply the scale factor */
#define NORM_NORMALIZE 0x2	/* normalize */
#define NORM_TRANSFORM 0x4	/* apply the transformation matrix */
#define NORM_TRANSFORM_NO_ROT 0x8	/* apply the transformation matrix */


/*
 * Different kinds of 4x4 transformation matrices:
 */
#define MATRIX_GENERAL		0	/* general 4x4 matrix */
#define MATRIX_IDENTITY		1	/* identity matrix */
#define MATRIX_3D_NO_ROT	2	/* ortho projection and others... */
#define MATRIX_PERSPECTIVE	3	/* perspective projection matrix */
#define MATRIX_2D		4	/* 2-D transformation */
#define MATRIX_2D_NO_ROT	5	/* 2-D scale & translate only */
#define MATRIX_3D		6	/* 3-D transformation */

#define MAT_FLAG_IDENTITY        0
#define MAT_FLAG_GENERAL        0x1
#define MAT_FLAG_ROTATION       0x2
#define MAT_FLAG_TRANSLATION    0x4
#define MAT_FLAG_UNIFORM_SCALE  0x8
#define MAT_FLAG_GENERAL_SCALE  0x10
#define MAT_FLAG_GENERAL_3D     0x20
#define MAT_FLAG_PERSPECTIVE    0x40
#define MAT_DIRTY_TYPE          0x80
#define MAT_DIRTY_FLAGS         0x100
#define MAT_DIRTY_INVERSE       0x200
#define MAT_DIRTY_DEPENDENTS    0x400


/* Give symbolic names to some of the entries in the matrix to help
 * out with the rework of the viewport_map as a matrix transform.
 */
#define MAT_SX 0
#define MAT_SY 5
#define MAT_SZ 10
#define MAT_TX 12
#define MAT_TY 13
#define MAT_TZ 14


#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
				    MAT_FLAG_TRANSLATION | \
				    MAT_FLAG_UNIFORM_SCALE)

#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
				     MAT_FLAG_TRANSLATION)

#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
		      MAT_FLAG_TRANSLATION | \
		      MAT_FLAG_UNIFORM_SCALE | \
		      MAT_FLAG_GENERAL_SCALE | \
		      MAT_FLAG_GENERAL_3D)

#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
			    MAT_FLAG_ROTATION | \
			    MAT_FLAG_TRANSLATION | \
			    MAT_FLAG_UNIFORM_SCALE | \
			    MAT_FLAG_GENERAL_SCALE | \
			    MAT_FLAG_GENERAL_3D | \
			    MAT_FLAG_PERSPECTIVE)

#define MAT_DIRTY_ALL_OVER (MAT_DIRTY_TYPE | \
			    MAT_DIRTY_DEPENDENTS | \
			    MAT_DIRTY_FLAGS | \
			    MAT_DIRTY_INVERSE)

#define TEST_MAT_FLAGS(mat, a)  ((MAT_FLAGS_GEOMETRY&(~(a))&((mat)->flags))==0)


/*
 * FogMode values:
 */
#define FOG_NONE	0	/* no fog */
#define FOG_VERTEX	1	/* apply per vertex */
#define FOG_FRAGMENT	2	/* apply per fragment */



typedef void (*gl_shade_func)( struct vertex_buffer *VB );



/*
 * Forward declaration of display list datatypes:
 */
union node;
typedef union node Node;




/* KW: Flags that describe the current vertex state, and the contents
 * of a vertex in a vertex-cassette.  
 *
 * For really major expansion, consider a 'VERT_ADDITIONAL_FLAGS' flag,
 * which means there is data in another flags array (eg, extra_flags[]).
 */

#define VERT_OBJ_2           0x1	/* glVertex2 */
#define VERT_OBJ_3           0x2        /* glVertex3 */
#define VERT_OBJ_4           0x4        /* glVertex4 */
#define VERT_BEGIN           0x8	/* glBegin */
#define VERT_END             0x10	/* glEnd */
#define VERT_ELT             0x20	/* glArrayElement */
#define VERT_RGBA            0x40	/* glColor */
#define VERT_NORM            0x80	/* glNormal */
#define VERT_INDEX           0x100	/* glIndex */
#define VERT_EDGE            0x200	/* glEdgeFlag */
#define VERT_MATERIAL        0x400	/* glMaterial */
#define VERT_TEX0_1          0x800	   
#define VERT_TEX0_2          0x1000
#define VERT_TEX0_3          0x2000
#define VERT_TEX0_4          0x4000
#define VERT_TEX1_1          0x8000
#define VERT_TEX1_2          0x10000
#define VERT_TEX1_3          0x20000
#define VERT_TEX1_4          0x40000
#define VERT_TEX2_1          0x80000    /* 3rd texunit - reserved but unused */
#define VERT_TEX2_2          0x100000
#define VERT_TEX2_3          0x200000
#define VERT_TEX2_4          0x400000
#define VERT_END_VB          0x800000   /* end vb marker */
#define VERT_EVAL_C1         0x1000000  /* could reuse OBJ bits for this? */
#define VERT_EVAL_C2         0x2000000  /*    - or just use 3 bits */
#define VERT_EVAL_P1         0x4000000  /*  */
#define VERT_EVAL_P2         0x8000000  /*  */
#define VERT_FLOAT_RGBA      0x10000000	/* allow partial support for this */
#define VERT_FOG_COORD       0x20000000	/* internal use only, currently */

#define VERT_EYE             VERT_BEGIN /* for pipeline management & cva */
#define VERT_WIN             VERT_END   /* some overlaps can be tolerated */
#define VERT_SETUP_FULL      0x4000000
#define VERT_SETUP_PART      0x8000000
#define VERT_PRECALC_DATA    VERT_END_VB /* overlap! */

/* Shorthands.
 */
#define VERT_TEX0_SHIFT 11

#define VERT_EVAL_ANY      (VERT_EVAL_C1|VERT_EVAL_P1|	\
                            VERT_EVAL_C2|VERT_EVAL_P2)

#define VERT_OBJ_23       (VERT_OBJ_3|VERT_OBJ_2)
#define VERT_OBJ_234      (VERT_OBJ_4|VERT_OBJ_23)
#define VERT_OBJ_ANY      VERT_OBJ_2

#define VERT_TEX0_12      (VERT_TEX0_2|VERT_TEX0_1)
#define VERT_TEX0_123     (VERT_TEX0_3|VERT_TEX0_12)
#define VERT_TEX0_1234    (VERT_TEX0_4|VERT_TEX0_123)
#define VERT_TEX0_ANY     VERT_TEX0_1

#define VERT_TEX1_12      (VERT_TEX1_2|VERT_TEX1_1)
#define VERT_TEX1_123     (VERT_TEX1_3|VERT_TEX1_12)
#define VERT_TEX1_1234    (VERT_TEX1_4|VERT_TEX1_123)
#define VERT_TEX1_ANY     VERT_TEX1_1

/* not used */
#define VERT_TEX2_12      (VERT_TEX2_2|VERT_TEX2_1)
#define VERT_TEX2_123     (VERT_TEX2_3|VERT_TEX2_12)
#define VERT_TEX2_1234    (VERT_TEX2_4|VERT_TEX2_123)
#define VERT_TEX2_ANY     VERT_TEX2_1

/* not used 
#define VERT_TEX3_12      (VERT_TEX3_2|VERT_TEX3_1)
#define VERT_TEX3_123     (VERT_TEX3_3|VERT_TEX3_12)
#define VERT_TEX3_1234    (VERT_TEX3_4|VERT_TEX3_123)
#define VERT_TEX3_ANY     VERT_TEX3_1
*/

#define NR_TEXSIZE_BITS   4
#define VERT_TEX_ANY(i)   (VERT_TEX0_ANY<<(i*NR_TEXSIZE_BITS))

#define VERT_FIXUP         (VERT_TEX0_ANY|VERT_TEX1_ANY|VERT_RGBA| \
			    VERT_INDEX|VERT_EDGE|VERT_NORM)

#define VERT_DATA          (VERT_TEX0_ANY|VERT_TEX1_ANY|VERT_RGBA| \
			    VERT_INDEX|VERT_EDGE|VERT_NORM| \
	                    VERT_OBJ_ANY|VERT_MATERIAL|VERT_ELT| \
	                    VERT_EVAL_ANY|VERT_FOG_COORD)


#define VERT_TO_PIPE      (~VERT_END_VB)
#define VERT_FLAGS_TO_PIPE_FLAGS(x) (x & VERT_TO_PIPE)
#define PIPE_FLAGS_TO_VERT_FLAGS(x) (x & VERT_TO_PIPE)
#define PIPE_TEX(i)       VERT_TEX_ANY(i)



/* For beginstate
 */
#define VERT_BEGIN_0    0x1	   /* glBegin (if initially inside beg/end) */
#define VERT_BEGIN_1    0x2	   /* glBegin (if initially outside beg/end) */
#define VERT_ERROR_0    0x4	   /* invalid_operation in initial state 0 */
#define VERT_ERROR_1    0x8        /* invalid_operation in initial state 1 */




typedef void (*vb_transform_func)( GLcontext *ctx );


typedef GLuint (*clip_line_func)( struct vertex_buffer *VB, 
				  GLuint *i, GLuint *j,
				  GLubyte mask);
typedef GLuint (*clip_poly_func)( struct vertex_buffer *VB,
				  GLuint n, GLuint vlist[],
				  GLubyte mask );

/*
 * The library context: 
 */

struct gl_context {
	/* State possibly shared with other contexts in the address space */
	struct gl_shared_state *Shared;

	/* API function pointer tables */
	struct gl_api_table API;		/* For api.c */
	struct gl_api_table Save;		/* Display list save funcs */
	struct gl_api_table Exec;		/* Execute funcs */

        GLvisual *Visual;
        GLframebuffer *Buffer;

	/* Driver function pointer table */
	struct dd_function_table Driver;
	
        triangle_func TriangleFunc; /* driver or indirect triangle func */
        quad_func     QuadFunc;
        triangle_func ClippedTriangleFunc;
	clip_poly_func *poly_clip_tab;
	clip_line_func *line_clip_tab;

	void *DriverCtx;	/* Points to device driver context/state */
	void *DriverMgrCtx;	/* Points to device driver manager (optional)*/

	/* Core/Driver constants */
	struct gl_constants Const;

	/* Modelview matrix and stack */
	GLmatrix ModelView;	
	GLuint ModelViewStackDepth;
	GLmatrix ModelViewStack[MAX_MODELVIEW_STACK_DEPTH];

	/* Projection matrix and stack */
	GLmatrix ProjectionMatrix;
	GLuint ProjectionStackDepth;
	GLmatrix ProjectionStack[MAX_PROJECTION_STACK_DEPTH];
	GLfloat NearFarStack[MAX_PROJECTION_STACK_DEPTH][2];

        /* Combined modelview and projection matrix */
        GLmatrix ModelProjectMatrix;

        /* Combined modelview, projection and window matrix */
        GLmatrix ModelProjectWinMatrix;
        GLboolean ModelProjectWinMatrixUptodate;

	/* Texture matrix and stack */
	GLmatrix TextureMatrix[MAX_TEXTURE_UNITS];
	GLuint TextureStackDepth[MAX_TEXTURE_UNITS];
	GLmatrix TextureStack[MAX_TEXTURE_UNITS][MAX_TEXTURE_STACK_DEPTH];

	/* Display lists */
	GLuint CallDepth;	/* Current recursion calling depth */
	GLboolean ExecuteFlag;	/* Execute GL commands? */
	GLboolean CompileFlag;	/* Compile GL commands into display list? */
	GLboolean CompileCVAFlag;
	Node *CurrentListPtr;	/* Head of list being compiled */
	GLuint CurrentListNum;	/* Number of the list being compiled */
	Node *CurrentBlock;	/* Pointer to current block of nodes */
	GLuint CurrentPos;	/* Index into current block of nodes */

	/* Extensions */
	struct gl_extensions Extensions;


	/* Pipeline stages - shared between the two pipelines,
	 * which live in CVA.
	 */
	struct gl_pipeline_stage PipelineStage[MAX_PIPELINE_STAGES];
	GLuint NrPipelineStages;

	/* Cva */
	struct gl_cva CVA;

	/* Renderer attribute stack */
	GLuint AttribStackDepth;
	struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];

	/* Renderer attribute groups */
	struct gl_accum_attrib		Accum;
	struct gl_colorbuffer_attrib	Color;
	struct gl_current_attrib	Current;
	struct gl_depthbuffer_attrib	Depth;
	struct gl_eval_attrib		Eval;
	struct gl_fog_attrib		Fog;
	struct gl_hint_attrib		Hint;
	struct gl_light_attrib		Light;
	struct gl_line_attrib		Line;
	struct gl_list_attrib		List;
	struct gl_pixel_attrib		Pixel;
	struct gl_point_attrib		Point;
	struct gl_polygon_attrib	Polygon;
	GLuint PolygonStipple[32];
	struct gl_scissor_attrib	Scissor;
	struct gl_stencil_attrib	Stencil;
	struct gl_texture_attrib	Texture;
	struct gl_transform_attrib	Transform;
	struct gl_viewport_attrib	Viewport;

	/* Client attribute stack */
	GLuint ClientAttribStackDepth;
	struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];

	/* Client attribute groups */
	struct gl_array_attrib		Array;	/* Vertex arrays */
	struct gl_pixelstore_attrib	Pack;	/* Pixel packing */
	struct gl_pixelstore_attrib	Unpack;	/* Pixel unpacking */

	struct gl_evaluators EvalMap;	/* All evaluators */
	struct gl_feedback Feedback;	/* Feedback */
	struct gl_selection Select;	/* Selection */

	/* Optimized Accumulation buffer info */
	GLboolean IntegerAccumMode;	/* Storing unscaled integers? */
	GLfloat IntegerAccumScaler;	/* Implicit scale factor */


	struct gl_fallback_arrays Fallback; 

	GLenum ErrorValue;		/* Last error code */

	/* Miscellaneous */
        GLuint NewState;        /* bitwise OR of NEW_* flags */
	GLuint Enabled;         /* bitwise or of ENABLE_* flags */
	GLenum RenderMode;	/* either GL_RENDER, GL_SELECT, GL_FEEDBACK */
	GLuint StippleCounter;	/* Line stipple counter */
	GLuint RasterMask;	/* OR of rasterization flags */
	GLuint TriangleCaps;      /* OR of DD_* flags */
	GLuint IndirectTriangles; /* TriangleCaps not handled by the driver */
	GLfloat PolygonZoffset;	/* Z offset for GL_FILL polygons */
	GLfloat LineZoffset;	/* Z offset for GL_LINE polygons */
	GLfloat PointZoffset;	/* Z offset for GL_POINT polygons */
	GLboolean NeedNormals;	/* Are vertex normal vectors needed? */
        GLboolean MutablePixels;/* Can rasterization change pixel's color? */
        GLboolean MonoPixels;   /* Are all pixels likely to be same color? */
	GLuint FogMode;         /* FOG_OFF, FOG_VERTEX or FOG_FRAGMENT */

	GLboolean DoViewportMapping;


        GLuint RenderFlags;	/* Active inputs to render stage */

	GLuint RequireWriteableFlags; /* What can the driver/clipping tolerate? */

	/* Points to function which interpolates colors, etc when clipping */
	clip_interp_func ClipInterpFunc;
	GLuint ClipTabMask;

        normal_func *NormalTransform; 

	/* Current shading function */
        GLuint shade_func_flags;

        GLfloat EyeZDir[3];
        GLfloat rescale_factor;

	GLfloat vb_rescale_factor;
	GLmatrix *vb_proj_matrix;

	GLubyte   AllowVertexCull; /* To be set by the geometry driver */
        GLboolean NeedEyeCoords;
        GLboolean NeedEyeNormals;
        GLboolean NeedClipCoords;

	GLfloat backface_sign;

        /* Destination of immediate mode commands */
        struct immediate *input;


	/* Cache of unused immediate structs
	 */
	struct immediate *freed_im_queue;
	GLuint nr_im_queued;

        /* The vertex buffer being used by this context.
	 */
        struct vertex_buffer *VB;
   
        /* The pixel buffer being used by this context */
        struct pixel_buffer* PB;

        struct gl_shine_tab *ShineTable[4];  /* Active shine tables */
        struct gl_shine_tab *ShineTabList;   /* Mru list of inactive shine tables */


#ifdef PROFILE
        /* Performance measurements */
        GLuint BeginEndCount;	/* number of glBegin/glEnd pairs */
        GLdouble BeginEndTime;	/* seconds spent between glBegin/glEnd */
        GLuint VertexCount;	/* number of vertices processed */
        GLdouble VertexTime;	/* total time in seconds */
        GLuint PointCount;	/* number of points rendered */
        GLdouble PointTime;	/* total time in seconds */
        GLuint LineCount;	/* number of lines rendered */
        GLdouble LineTime;	/* total time in seconds */
        GLuint PolygonCount;	/* number of polygons rendered */
        GLdouble PolygonTime;	/* total time in seconds */
        GLuint ClearCount;	/* number of glClear calls */
        GLdouble ClearTime;	/* seconds spent in glClear */
        GLuint SwapCount;	/* number of swap-buffer calls */
        GLdouble SwapTime;	/* seconds spent in swap-buffers */
#endif

        /* Should 3Dfx Glide driver catch signals? */
        GLboolean CatchSignals;
        
        /* For debugging/development only */
        GLboolean NoRaster;
        GLboolean FirstTimeCurrent;

        /* Dither disable via MESA_NO_DITHER env var */
        GLboolean NoDither;
};


#ifndef MESA_DEBUG
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
# ifndef NDEBUG
#  define NDEBUG
# endif
#else
extern int MESA_VERBOSE; 
extern int MESA_DEBUG_FLAGS;
#endif

enum _verbose {
	VERBOSE_VARRAY          = 0x1,
	VERBOSE_TEXTURE         = 0x2,
	VERBOSE_IMMEDIATE       = 0x4,
	VERBOSE_PIPELINE        = 0x8,
	VERBOSE_DRIVER          = 0x10,
	VERBOSE_STATE           = 0x20,
	VERBOSE_API             = 0x40,
	VERBOSE_TRIANGLE_CHECKS = 0x80,
	VERBOSE_CULL            = 0x100,
	VERBOSE_DISPLAY_LIST    = 0x200,
	VERBOSE_LIGHTING        = 0x400,
	VERBOSE_EXTENSIONS      = 0x800,
}; 


enum _debug {
	DEBUG_ALWAYS_FLUSH          = 0x1
}; 


extern void gl_flush_vb( GLcontext *ctx, const char *where );

extern void RESET_IMMEDIATE( GLcontext *ctx );

#define FLUSH_VB( ctx, where )			\
do {						\
	struct immediate *IM = ctx->input;	\
	if (IM->Flag[IM->Start])		\
		gl_flush_vb( ctx, where );	\
} while (0)




/* Test if we're inside a glBegin / glEnd pair: 
*/
#define ASSERT_OUTSIDE_BEGIN_END( ctx, where )				\
do {									\
	struct immediate *IM = ctx->input;				\
	GLuint flag = IM->Flag[IM->Count];				\
	if ((flag & (VERT_BEGIN|VERT_END)) != VERT_END) {		\
                FLUSH_VB(ctx, where);					\
		if (ctx->Current.Primitive != GL_POLYGON+1) {		\
			gl_error( ctx, GL_INVALID_OPERATION, where );	\
			return;						\
		}							\
	}								\
} while (0)

#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, where, what )	\
do {									\
	struct immediate *IM = ctx->input;				\
	GLuint flag = IM->Flag[IM->Count];				\
	if ((flag & (VERT_BEGIN|VERT_END)) != VERT_END) {		\
                FLUSH_VB(ctx, where);					\
		if (ctx->Current.Primitive != GL_POLYGON+1) {		\
			gl_error( ctx, GL_INVALID_OPERATION, where );	\
			return what;					\
		}							\
	}								\
} while (0)


#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, where )	\
do {								\
	FLUSH_VB( ctx, where );					\
	if (ctx->Current.Primitive != GL_POLYGON+1) {		\
		gl_error( ctx, GL_INVALID_OPERATION, where );	\
		return;						\
	}							\
} while (0)


#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL( ctx, where, what )  \
do {								\
	FLUSH_VB( ctx, where );		                    	\
	if (ctx->Current.Primitive != GL_POLYGON+1) {		\
		gl_error( ctx, GL_INVALID_OPERATION, where );	\
		return what;					\
	}							\
} while (0)

#if 0
#undef ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL
#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL

#undef ASSERT_OUTSIDE_BEGIN_END
#define ASSERT_OUTSIDE_BEGIN_END ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH
#endif


#define Elements(x) sizeof(x)/sizeof(*(x))

#endif



