/**
 * \file mtypes.h
 * Main Mesa data structures.
 *
 * Please try to mark derived values with a leading underscore ('_').
 */

/*
 * Mesa 3-D graphics library
 * Version:  6.1
 *
 * Copyright (C) 1999-2004  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 "glheader.h"
#include "config.h"		/* Hardwired parameters */
#include "glapitable.h"
#include "glthread.h"
#include "math/m_matrix.h"	/* GLmatrix */


/**
 * Color channel data type.
 */
#if CHAN_BITS == 8
   typedef GLubyte GLchan;
#define CHAN_MAX 255
#define CHAN_MAXF 255.0F
#define CHAN_TYPE GL_UNSIGNED_BYTE
#elif CHAN_BITS == 16
   typedef GLushort GLchan;
#define CHAN_MAX 65535
#define CHAN_MAXF 65535.0F
#define CHAN_TYPE GL_UNSIGNED_SHORT
#elif CHAN_BITS == 32
   typedef GLfloat GLchan;
#define CHAN_MAX 1.0
#define CHAN_MAXF 1.0F
#define CHAN_TYPE GL_FLOAT
#else
#error "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;
#elif ACCUM_BITS==32
   typedef GLfloat 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.
 *
 * \note Must be 32-bits!
 */
typedef GLuint GLdepth;  


/**
 * Fixed point data type.
 */
typedef int GLfixed;
/*
 * Fixed point arithmetic macros
 */
#ifndef FIXED_FRAC_BITS
#define FIXED_FRAC_BITS 11
#endif

#define FIXED_SHIFT     FIXED_FRAC_BITS
#define FIXED_ONE       (1 << FIXED_SHIFT)
#define FIXED_HALF      (1 << (FIXED_SHIFT-1))
#define FIXED_FRAC_MASK (FIXED_ONE - 1)
#define FIXED_INT_MASK  (~FIXED_FRAC_MASK)
#define FIXED_EPSILON   1
#define FIXED_SCALE     ((float) FIXED_ONE)
#define FIXED_DBL_SCALE ((double) FIXED_ONE)
#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
#define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
#define IntToFixed(I)   ((I) << FIXED_SHIFT)
#define FixedToInt(X)   ((X) >> FIXED_SHIFT)
#define FixedToUns(X)   (((unsigned int)(X)) >> FIXED_SHIFT)
#define FixedCeil(X)    (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
#define FixedFloor(X)   ((X) & FIXED_INT_MASK)
#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
#define PosFloatToFixed(X)      FloatToFixed(X)
#define SignedFloatToFixed(X)   FloatToFixed(X)



/**
 * \name Some forward type declarations
 */
/*@{*/
struct _mesa_HashTable;
struct gl_texture_image;
struct gl_texture_object;
typedef struct __GLcontextRec GLcontext;
typedef struct __GLcontextModesRec GLvisual;
typedef struct gl_frame_buffer GLframebuffer;
struct gl_pixelstore_attrib;
struct gl_texture_format;
/*@}*/



/**
 * These define the aliases between numbered vertex attributes and
 * conventional OpenGL vertex attributes.  We use these values in
 * quite a few places.  
 *
 * New in Mesa 4.1.
 */
enum {
	VERT_ATTRIB_POS = 0,
	VERT_ATTRIB_WEIGHT = 1,
	VERT_ATTRIB_NORMAL = 2,
	VERT_ATTRIB_COLOR0 = 3,
	VERT_ATTRIB_COLOR1 = 4,
	VERT_ATTRIB_FOG = 5,
	VERT_ATTRIB_SIX = 6,
	VERT_ATTRIB_SEVEN = 7,
	VERT_ATTRIB_TEX0 = 8,
	VERT_ATTRIB_TEX1 = 9,
	VERT_ATTRIB_TEX2 = 10,
	VERT_ATTRIB_TEX3 = 11,
	VERT_ATTRIB_TEX4 = 12,
	VERT_ATTRIB_TEX5 = 13,
	VERT_ATTRIB_TEX6 = 14,
	VERT_ATTRIB_TEX7 = 15,
	VERT_ATTRIB_MAX = 16
} ;

/* These are used in bitfields in many places */
#define VERT_BIT_POS     (1 << VERT_ATTRIB_POS)
#define VERT_BIT_WEIGHT  (1 << VERT_ATTRIB_WEIGHT)
#define VERT_BIT_NORMAL  (1 << VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0  (1 << VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1  (1 << VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG     (1 << VERT_ATTRIB_FOG)
#define VERT_BIT_SIX     (1 << VERT_ATTRIB_SIX)
#define VERT_BIT_SEVEN   (1 << VERT_ATTRIB_SEVEN)
#define VERT_BIT_TEX0    (1 << VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1    (1 << VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2    (1 << VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3    (1 << VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4    (1 << VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5    (1 << VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6    (1 << VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7    (1 << VERT_ATTRIB_TEX7)

#define VERT_BIT_TEX(u)  (1 << (VERT_ATTRIB_TEX0 + (u)))


/* Fragment programs use a different but related set of attributes:
 */

/* Fragment input registers / attributes */
#define FRAG_ATTRIB_WPOS  0
#define FRAG_ATTRIB_COL0  1
#define FRAG_ATTRIB_COL1  2
#define FRAG_ATTRIB_FOGC  3
#define FRAG_ATTRIB_TEX0  4
#define FRAG_ATTRIB_TEX1  5
#define FRAG_ATTRIB_TEX2  6
#define FRAG_ATTRIB_TEX3  7
#define FRAG_ATTRIB_TEX4  8
#define FRAG_ATTRIB_TEX5  9
#define FRAG_ATTRIB_TEX6  10
#define FRAG_ATTRIB_TEX7  11

/* Bitmasks for the above */
#define FRAG_BIT_WPOS  (1 << FRAG_ATTRIB_WPOS)
#define FRAG_BIT_COL0  (1 << FRAG_ATTRIB_COL0)
#define FRAG_BIT_COL1  (1 << FRAG_ATTRIB_COL1)
#define FRAG_BIT_FOGC  (1 << FRAG_ATTRIB_FOGC)
#define FRAG_BIT_TEX0  (1 << FRAG_ATTRIB_TEX0)
#define FRAG_BIT_TEX1  (1 << FRAG_ATTRIB_TEX1)
#define FRAG_BIT_TEX2  (1 << FRAG_ATTRIB_TEX2)
#define FRAG_BIT_TEX3  (1 << FRAG_ATTRIB_TEX3)
#define FRAG_BIT_TEX4  (1 << FRAG_ATTRIB_TEX4)
#define FRAG_BIT_TEX5  (1 << FRAG_ATTRIB_TEX5)
#define FRAG_BIT_TEX6  (1 << FRAG_ATTRIB_TEX6)
#define FRAG_BIT_TEX7  (1 << FRAG_ATTRIB_TEX7)

#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0|	\
			   FRAG_BIT_TEX1|	\
			   FRAG_BIT_TEX2|	\
			   FRAG_BIT_TEX3|	\
			   FRAG_BIT_TEX4|	\
			   FRAG_BIT_TEX5|	\
			   FRAG_BIT_TEX6|	\
			   FRAG_BIT_TEX7)


/**
 * Bits for each basic buffer in a complete framebuffer.
 * When glDrawBuffer(GL_FRONT_AND_BACK) is called (non-stereo),
 * _DrawDestMask will be set to (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT),
 * for example.  Also passed to ctx->Driver.Clear() to indicate which
 * buffers to clear.
 */
/*@{*/
#define DD_FRONT_LEFT_BIT  0x1
#define DD_FRONT_RIGHT_BIT 0x2
#define DD_BACK_LEFT_BIT   0x4
#define DD_BACK_RIGHT_BIT  0x8
#define DD_AUX0_BIT        0x10
#define DD_AUX1_BIT        0x20
#define DD_AUX2_BIT        0x40
#define DD_AUX3_BIT        0x80
#define DD_DEPTH_BIT       GL_DEPTH_BUFFER_BIT    /* 0x00000100 */
#define DD_ACCUM_BIT       GL_ACCUM_BUFFER_BIT    /* 0x00000200 */
#define DD_STENCIL_BIT     GL_STENCIL_BUFFER_BIT  /* 0x00000400 */
/*@}*/


/**
 * Maximum number of temporary vertices required for clipping.  
 *
 * Used in array_cache and tnl modules.
 */
#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)


/**
 * Data structure for color tables
 */
struct gl_color_table {
   GLenum Format;         /**< GL_ALPHA, GL_RGB, GL_RGB, etc */
   GLenum IntFormat;
   GLuint Size;           /**< number of entries (rows) in table */
   GLvoid *Table;         /**< points to data of <Type> */
   GLenum Type;           /**< GL_UNSIGNED_BYTE or GL_FLOAT */
   GLubyte RedSize;
   GLubyte GreenSize;
   GLubyte BlueSize;
   GLubyte AlphaSize;
   GLubyte LuminanceSize;
   GLubyte IntensitySize;
};


/**
 * \name Bit flags used for updating material values.
 */
/*@{*/
#define MAT_ATTRIB_FRONT_AMBIENT           0 
#define MAT_ATTRIB_BACK_AMBIENT            1
#define MAT_ATTRIB_FRONT_DIFFUSE           2 
#define MAT_ATTRIB_BACK_DIFFUSE            3
#define MAT_ATTRIB_FRONT_SPECULAR          4 
#define MAT_ATTRIB_BACK_SPECULAR           5
#define MAT_ATTRIB_FRONT_EMISSION          6
#define MAT_ATTRIB_BACK_EMISSION           7
#define MAT_ATTRIB_FRONT_SHININESS         8
#define MAT_ATTRIB_BACK_SHININESS          9
#define MAT_ATTRIB_FRONT_INDEXES           10
#define MAT_ATTRIB_BACK_INDEXES            11
#define MAT_ATTRIB_MAX                     12

#define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))  
#define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))  
#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) 
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) 
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
#define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))  

#define MAT_INDEX_AMBIENT  0
#define MAT_INDEX_DIFFUSE  1
#define MAT_INDEX_SPECULAR 2

#define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
#define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
#define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
#define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
#define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
#define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
#define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
#define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
#define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
#define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)


#define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
				 MAT_BIT_FRONT_AMBIENT |	\
				 MAT_BIT_FRONT_DIFFUSE | 	\
				 MAT_BIT_FRONT_SPECULAR |	\
				 MAT_BIT_FRONT_SHININESS | 	\
				 MAT_BIT_FRONT_INDEXES)

#define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
				 MAT_BIT_BACK_AMBIENT |		\
				 MAT_BIT_BACK_DIFFUSE |		\
				 MAT_BIT_BACK_SPECULAR |	\
				 MAT_BIT_BACK_SHININESS |	\
				 MAT_BIT_BACK_INDEXES)

#define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/


#define EXP_TABLE_SIZE 512	/**< Specular exponent lookup table sizes */
#define SHINE_TABLE_SIZE 256	/**< Material shininess lookup table sizes */

/**
 * Material shininess lookup table.
 */
struct gl_shine_tab {
   struct gl_shine_tab *next, *prev;
   GLfloat tab[SHINE_TABLE_SIZE+1];
   GLfloat shininess;
   GLuint refcount;
};


/**
 * Light.
 */
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 degrees */
   GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
   GLfloat ConstantAttenuation;
   GLfloat LinearAttenuation;
   GLfloat QuadraticAttenuation;
   GLboolean Enabled;		/**< On/off flag */

   /** 
    * \name 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 */
   /*@}*/
};


/**
 * Light model.
 */
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 */
};


/**
 * Material.
 */
struct gl_material
{
   GLfloat Attrib[MAT_ATTRIB_MAX][4];
};


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


/**
 * Color buffers attributes.
 */
struct gl_colorbuffer_attrib {
   GLuint ClearIndex;			/**< Index to use for glClear */
   GLclampf ClearColor[4];		/**< Color to use for glClear */

   GLuint IndexMask;			/**< Color index write mask */
   GLubyte ColorMask[4];		/**< Each flag is 0xff or 0x0 */

   GLenum DrawBuffer;			/**< Which buffer to draw into */
   GLbitfield _DrawDestMask;		/**< bitmask of DD_*_BIT bits */

   /** 
    * \name alpha testing
    */
   /*@{*/
   GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
   GLenum AlphaFunc;			/**< Alpha test function */
   GLclampf AlphaRef;			/**< Alpha reference value */
   /*@}*/

   /** 
    * \name 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 BlendEquationRGB;		/**< Blending equation */
   GLenum BlendEquationA;		/**< GL_EXT_blend_equation_separate */
   GLfloat BlendColor[4];		/**< Blending color */
   /*@}*/

   /** 
    * \name Logic op
    */
   /*@{*/
   GLenum LogicOp;			/**< Logic operator */
   GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
   GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
   GLboolean _LogicOpEnabled;		/**< RGBA logic op + EXT_blend_logic_op enabled flag */
   /*@}*/

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


/**
 * Current attributes.
 */
struct gl_current_attrib {
   /**
    * \name Values valid only when FLUSH_VERTICES has been called.
    */
   /*@{*/
   GLfloat Attrib[VERT_ATTRIB_MAX][4];		/**< Current vertex attributes
						  *  indexed by VERT_ATTRIB_* */
   GLfloat Index;				/**< Current color index */
   GLboolean EdgeFlag;				/**< Current edge flag */
   /*@}*/

   /**
    * \name Values are always valid.  
    * 
    * \note BTW, note how similar this set of attributes is to the SWvertex
    * data type in the software rasterizer...
    */
   /*@{*/
   GLfloat RasterPos[4];			/**< Current raster position */
   GLfloat RasterDistance;			/**< Current raster distance */
   GLfloat RasterColor[4];			/**< Current raster color */
   GLfloat RasterSecondaryColor[4];             /**< Current raster secondary color */
   GLfloat RasterIndex;				/**< Current raster index */
   GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
   GLboolean RasterPosValid;			/**< Raster pos valid flag */
   /*@}*/
};


/**
 * Depth buffer attributes.
 */
struct gl_depthbuffer_attrib {
   GLenum Func;			/**< Function for depth buffer compare */
   GLclampd Clear;		/**< Value to clear depth buffer to */
   GLboolean Test;		/**< Depth buffering enabled flag */
   GLboolean Mask;		/**< Depth buffer writable? */
   GLboolean OcclusionTest;	/**< GL_HP_occlusion_test */
   GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
   GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
};


/**
 * glEnable()/glDisable() attributes.
 */
struct gl_enable_attrib {
   GLboolean AlphaTest;
   GLboolean AutoNormal;
   GLboolean Blend;
   GLuint ClipPlanes;
   GLboolean ColorMaterial;
   GLboolean ColorTable;                /* SGI_color_table */
   GLboolean PostColorMatrixColorTable; /* SGI_color_table */
   GLboolean PostConvolutionColorTable; /* SGI_color_table */
   GLboolean Convolution1D;
   GLboolean Convolution2D;
   GLboolean Separable2D;
   GLboolean CullFace;
   GLboolean DepthTest;
   GLboolean Dither;
   GLboolean Fog;
   GLboolean Histogram;
   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 Map1Attrib[16];  /* GL_NV_vertex_program */
   GLboolean Map2Color4;
   GLboolean Map2Index;
   GLboolean Map2Normal;
   GLboolean Map2TextureCoord1;
   GLboolean Map2TextureCoord2;
   GLboolean Map2TextureCoord3;
   GLboolean Map2TextureCoord4;
   GLboolean Map2Vertex3;
   GLboolean Map2Vertex4;
   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
   GLboolean MinMax;
   GLboolean Normalize;
   GLboolean PixelTexture;
   GLboolean PointSmooth;
   GLboolean PolygonOffsetPoint;
   GLboolean PolygonOffsetLine;
   GLboolean PolygonOffsetFill;
   GLboolean PolygonSmooth;
   GLboolean PolygonStipple;
   GLboolean RescaleNormals;
   GLboolean Scissor;
   GLboolean Stencil;
   GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
   GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
   GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
   GLboolean SampleCoverage;          /* GL_ARB_multisample */
   GLboolean SampleCoverageInvert;    /* GL_ARB_multisample */
   GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
   GLuint Texture[MAX_TEXTURE_IMAGE_UNITS];
   GLuint TexGen[MAX_TEXTURE_COORD_UNITS];
   /* SGI_texture_color_table */
   GLboolean TextureColorTable[MAX_TEXTURE_IMAGE_UNITS];
   /* GL_NV_vertex_program */
   GLboolean VertexProgram;
   GLboolean VertexProgramPointSize;
   GLboolean VertexProgramTwoSide;
   /* GL_ARB_point_sprite / GL_NV_point_sprite */
   GLboolean PointSprite;
};


/**
 * Eval attributes.
 */
struct gl_eval_attrib {
   /**
    * \name Enable bits 
    */
   /*@{*/
   GLboolean Map1Color4;
   GLboolean Map1Index;
   GLboolean Map1Normal;
   GLboolean Map1TextureCoord1;
   GLboolean Map1TextureCoord2;
   GLboolean Map1TextureCoord3;
   GLboolean Map1TextureCoord4;
   GLboolean Map1Vertex3;
   GLboolean Map1Vertex4;
   GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
   GLboolean Map2Color4;
   GLboolean Map2Index;
   GLboolean Map2Normal;
   GLboolean Map2TextureCoord1;
   GLboolean Map2TextureCoord2;
   GLboolean Map2TextureCoord3;
   GLboolean Map2TextureCoord4;
   GLboolean Map2Vertex3;
   GLboolean Map2Vertex4;
   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
   GLboolean AutoNormal;
   /*@}*/
   
   /**
    * \name 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;
   /*@}*/
};


/**
 * Fog attributes.
 */
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 */
   GLboolean ColorSumEnabled;
   GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
};


/** 
 * Hint attributes.
 * 
 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
 */
struct gl_hint_attrib {
   GLenum PerspectiveCorrection;
   GLenum PointSmooth;
   GLenum LineSmooth;
   GLenum PolygonSmooth;
   GLenum Fog;
   GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
   GLenum TextureCompression;   /**< GL_ARB_texture_compression */
   GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
};


/**
 * Histogram attributes.
 */
struct gl_histogram_attrib {
   GLuint Width;				/**< number of table entries */
   GLint Format;				/**< GL_ALPHA, GL_RGB, etc */
   GLuint Count[HISTOGRAM_TABLE_SIZE][4];	/**< the histogram */
   GLboolean Sink;				/**< terminate image transfer? */
   GLubyte RedSize;				/**< Bits per counter */
   GLubyte GreenSize;
   GLubyte BlueSize;
   GLubyte AlphaSize;
   GLubyte LuminanceSize;
};


struct gl_minmax_attrib {
   GLenum Format;
   GLboolean Sink;
   GLfloat Min[4], Max[4];   /**< RGBA */
};


struct gl_convolution_attrib {
   GLenum Format;
   GLenum InternalFormat;
   GLuint Width;
   GLuint Height;
   GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
};


#define LIGHT_SPOT         0x1
#define LIGHT_LOCAL_VIEWER 0x2
#define LIGHT_POSITIONAL   0x4
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)

/**
 * Lighting attributes.
 */
struct gl_light_attrib {
   struct gl_light Light[MAX_LIGHTS];	/**< Array of lights */
   struct gl_lightmodel Model;		/**< Lighting model */

   /**
    * Must flush FLUSH_VERTICES before referencing:
    */
   /*@{*/
   struct gl_material Material; 	/**< Includes front & back values */
   /*@}*/

   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 _NeedEyeCoords;		
   GLboolean _NeedVertices;		/**< Use fast shader? */
   GLuint  _Flags;		        /**< LIGHT_* flags, see above */
   GLfloat _BaseColor[2][3];
   /*@}*/
};


/**
 * Line attributes.
 */
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 */
   GLfloat _Width;		/**< Clamped Line width */
};


struct gl_list_attrib {
   GLuint ListBase;
};


struct gl_list_instruction {
   GLuint Size;
   void (*Execute)( GLcontext *ctx, void *data );
   void (*Destroy)( GLcontext *ctx, void *data );
   void (*Print)( GLcontext *ctx, void *data );
};

#define MAX_DLIST_EXT_OPCODES 16

struct gl_list_extensions {
   struct gl_list_instruction Opcode[MAX_DLIST_EXT_OPCODES];
   GLuint NumOpcodes;
};


struct gl_multisample_attrib {
   GLboolean Enabled;
   GLboolean SampleAlphaToCoverage;
   GLboolean SampleAlphaToOne;
   GLboolean SampleCoverage;
   GLfloat SampleCoverageValue;
   GLboolean SampleCoverageInvert;
};


/**
 * Pixel attributes.
 */
struct gl_pixel_attrib {
   GLenum ReadBuffer;		/**< source buffer for glReadPixels()/glCopyPixels() */
   GLubyte _ReadSrcMask;	/**< Not really a mask, but like _DrawDestMask
				  *
				  * May be: FRONT_LEFT_BIT, BACK_LEFT_BIT,
				  * FRONT_RIGHT_BIT or BACK_RIGHT_BIT. */
   GLfloat RedBias, RedScale;
   GLfloat GreenBias, GreenScale;
   GLfloat BlueBias, BlueScale;
   GLfloat AlphaBias, AlphaScale;
   GLfloat DepthBias, DepthScale;
   GLint IndexShift, IndexOffset;
   GLboolean MapColorFlag;
   GLboolean MapStencilFlag;
   GLfloat ZoomX, ZoomY;
   /* XXX move these out of gl_pixel_attrib */
   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];
   /** GL_EXT_histogram */
   GLboolean HistogramEnabled;
   GLboolean MinMaxEnabled;
   /** GL_SGIS_pixel_texture */
   GLboolean PixelTextureEnabled;
   GLenum FragmentRgbSource;
   GLenum FragmentAlphaSource;
   /** GL_SGI_color_matrix */
   GLfloat PostColorMatrixScale[4];  /**< RGBA */
   GLfloat PostColorMatrixBias[4];   /**< RGBA */
   /** GL_SGI_color_table */
   GLfloat ColorTableScale[4];
   GLfloat ColorTableBias[4];
   GLboolean ColorTableEnabled;
   GLfloat PCCTscale[4];
   GLfloat PCCTbias[4];
   GLboolean PostConvolutionColorTableEnabled;
   GLfloat PCMCTscale[4];
   GLfloat PCMCTbias[4];
   GLboolean PostColorMatrixColorTableEnabled;
   /** GL_SGI_texture_color_table */
   GLfloat TextureColorTableScale[4];
   GLfloat TextureColorTableBias[4];
   /** Convolution */
   GLboolean Convolution1DEnabled;
   GLboolean Convolution2DEnabled;
   GLboolean Separable2DEnabled;
   GLfloat ConvolutionBorderColor[3][4];
   GLenum ConvolutionBorderMode[3];
   GLfloat ConvolutionFilterScale[3][4];
   GLfloat ConvolutionFilterBias[3][4];
   GLfloat PostConvolutionScale[4];  /**< RGBA */
   GLfloat PostConvolutionBias[4];   /**< RGBA */
};


/**
 * Point attributes.
 */
struct gl_point_attrib {
   GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
   GLfloat Size;		/**< User-specified point size */
   GLfloat _Size;		/**< Size clamped to Const.Min/MaxPointSize */
   GLfloat Params[3];		/**< GL_EXT_point_parameters */
   GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
   GLfloat Threshold;		/**< GL_EXT_point_parameters */
   GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
   GLboolean PointSprite;	/**< GL_NV_point_sprite / GL_NV_point_sprite */
   GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_NV_point_sprite / GL_NV_point_sprite */
   GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
   GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
};


/**
 * Polygon attributes.
 */
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;		/**< 0=GL_CCW, 1=GL_CW */
   GLboolean CullFlag;		/**< Culling on/off flag */
   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, from user */
   GLfloat OffsetUnits;		/**< Polygon offset units, from user */
   GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
   GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
   GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
};


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


/**
 * Stencil attributes.
 */
struct gl_stencil_attrib {
   GLboolean Enabled;		/**< Enabled flag */
   GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
   GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 1) */
   GLenum Function[2];		/**< Stencil function */
   GLenum FailFunc[2];		/**< Fail function */
   GLenum ZPassFunc[2];		/**< Depth buffer pass function */
   GLenum ZFailFunc[2];		/**< Depth buffer fail function */
   GLstencil Ref[2];		/**< Reference value */
   GLstencil ValueMask[2];	/**< Value mask */
   GLstencil WriteMask[2];	/**< Write mask */
   GLstencil Clear;		/**< Clear value */
};


#define NUM_TEXTURE_TARGETS 5   /* 1D, 2D, 3D, CUBE and RECT */

#define TEXTURE_1D_INDEX    0
#define TEXTURE_2D_INDEX    1
#define TEXTURE_3D_INDEX    2
#define TEXTURE_CUBE_INDEX  3
#define TEXTURE_RECT_INDEX  4

/* Texture.Unit[]._ReallyEnabled flags: */
#define TEXTURE_1D_BIT   (1 << TEXTURE_1D_INDEX)
#define TEXTURE_2D_BIT   (1 << TEXTURE_2D_INDEX)
#define TEXTURE_3D_BIT   (1 << TEXTURE_3D_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)


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

/* 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_NORMALS      (TEXGEN_SPHERE_MAP        | \
				  TEXGEN_REFLECTION_MAP_NV | \
				  TEXGEN_NORMAL_MAP_NV)
#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 driver and module's lives easier. */
#define ENABLE_TEXGEN0        0x1
#define ENABLE_TEXGEN1        0x2
#define ENABLE_TEXGEN2        0x4
#define ENABLE_TEXGEN3        0x8
#define ENABLE_TEXGEN4        0x10
#define ENABLE_TEXGEN5        0x20
#define ENABLE_TEXGEN6        0x40
#define ENABLE_TEXGEN7        0x80

#define ENABLE_TEXMAT0        0x1	/* Ie. not the identity matrix */
#define ENABLE_TEXMAT1        0x2
#define ENABLE_TEXMAT2        0x4
#define ENABLE_TEXMAT3        0x8
#define ENABLE_TEXMAT4        0x10
#define ENABLE_TEXMAT5        0x20
#define ENABLE_TEXMAT6        0x40
#define ENABLE_TEXMAT7        0x80

#define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i))
#define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i))


/**
 * Texel fetch function prototype.  We use texel fetch functions to
 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
 * texture images.  These functions help to isolate us from the gritty
 * details of all the various texture image encodings.
 * 
 * \param texImage texture image.
 * \param col texel column.
 * \param row texel row.
 * \param img texel image level/layer.
 * \param texelOut output texel (up to 4 GLchans)
 */
typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
                                 GLint col, GLint row, GLint img,
                                 GLchan *texelOut );

/**
 * As above, but returns floats.
 * Used for depth component images and for upcoming signed/float
 * texture images.
 */
typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
                                 GLint col, GLint row, GLint img,
                                 GLfloat *texelOut );


/**
 * TexImage store function.  This is called by the glTex[Sub]Image
 * functions and is responsible for converting the user-specified texture
 * image into a specific (hardware) image format.
 */
typedef GLboolean (*StoreTexImageFunc)(GLcontext *ctx, GLuint dims,
                          GLenum baseInternalFormat,
                          const struct gl_texture_format *dstFormat,
                          GLvoid *dstAddr,
                          GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
                          GLint dstRowStride, GLint dstImageStride,
                          GLint srcWidth, GLint srcHeight, GLint srcDepth,
                          GLenum srcFormat, GLenum srcType,
                          const GLvoid *srcAddr,
                          const struct gl_pixelstore_attrib *srcPacking);



/**
 * Texture format record 
 */
struct gl_texture_format {
   GLint MesaFormat;		/**< One of the MESA_FORMAT_* values */

   GLenum BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
				 *   GL_INTENSITY, GL_COLOR_INDEX or
				 *   GL_DEPTH_COMPONENT.
				 */
   GLenum DataType;		/**< GL_FLOAT or GL_UNSIGNED_NORMALIZED_ARB */
   GLubyte RedBits;		/**< Bits per texel component */
   GLubyte GreenBits;		/**< These are just rough approximations for */
   GLubyte BlueBits;		/**< compressed texture formats. */
   GLubyte AlphaBits;
   GLubyte LuminanceBits;
   GLubyte IntensityBits;
   GLubyte IndexBits;
   GLubyte DepthBits;

   GLuint TexelBytes;		/**< Bytes per texel, 0 if compressed format */

   StoreTexImageFunc StoreImage;

   /**
    * \name Texel fetch function pointers
    */
   /*@{*/
   FetchTexelFuncC FetchTexel1D;
   FetchTexelFuncC FetchTexel2D;
   FetchTexelFuncC FetchTexel3D;
   FetchTexelFuncF FetchTexel1Df;
   FetchTexelFuncF FetchTexel2Df;
   FetchTexelFuncF FetchTexel3Df;
   /*@}*/
};


/**
 * Texture image record 
 */
struct gl_texture_image {
   GLenum Format;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
				 *   GL_INTENSITY, GL_COLOR_INDEX or
				 *   GL_DEPTH_COMPONENT only.
				 *   Used for choosing TexEnv arithmetic.
				 */
   GLint IntFormat;		/**< Internal format as given by the user */
   GLuint Border;		/**< 0 or 1 */
   GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
   GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
   GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
   GLuint RowStride;		/**< == Width unless IsClientData and padded */
   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) */
   GLfloat WidthScale;		/**< used for mipmap LOD computation */
   GLfloat HeightScale;		/**< used for mipmap LOD computation */
   GLfloat DepthScale;		/**< used for mipmap LOD computation */
   GLvoid *Data;		/**< Image data, accessed via FetchTexel() */
   GLboolean IsClientData;	/**< Data owned by client? */
   GLboolean _IsPowerOfTwo;	/**< Are all dimensions powers of two? */

   const struct gl_texture_format *TexFormat;

   struct gl_texture_object *TexObject;  /**< Pointer back to parent object */

   FetchTexelFuncC FetchTexelc;	/**< GLchan texel fetch function pointer */
   FetchTexelFuncF FetchTexelf;	/**< Float texel fetch function pointer */

   GLboolean IsCompressed;	/**< GL_ARB_texture_compression */
   GLuint CompressedSize;	/**< GL_ARB_texture_compression */

   /**
    * \name For device driver:
    */
   /*@{*/
   void *DriverData;		/**< Arbitrary device driver data */
   /*@}*/
};

#define FACE_POS_X   0
#define FACE_NEG_X   1
#define FACE_POS_Y   2
#define FACE_NEG_Y   3
#define FACE_POS_Z   4
#define FACE_NEG_Z   5
#define MAX_FACES  6

/**
 * Texture object record
 */
struct gl_texture_object {
   _glthread_Mutex Mutex;	/**< for thread safety */
   GLint RefCount;		/**< reference count */
   GLboolean DeletePending;	/**< Has glDeleteTexture been called? */
   GLuint Name;			/**< an unsigned integer */
   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
   GLfloat Priority;		/**< in [0,1] */
   GLfloat BorderColor[4];	/**< unclamped */
   GLchan _BorderChan[4];	/**< clamped, as GLchan */
   /** \name Wrap modes
    * Are GL_CLAMP, REPEAT, GL_CLAMP_TO_EDGE, and GL_CLAMP_TO_BORDER_ARB. */
   /*@{*/
   GLenum WrapS;
   GLenum WrapT;
   GLenum WrapR;
   /*@}*/
   GLenum MinFilter;		/**< minification filter */
   GLenum MagFilter;		/**< magnification filter */
   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
   GLfloat LodBias;		/**< OpenGL 1.4 */
   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
   GLboolean CompareFlag;	/**< GL_SGIX_shadow */
   GLenum CompareOperator;	/**< GL_SGIX_shadow */
   GLfloat ShadowAmbient;
   GLenum CompareMode;		/**< GL_ARB_shadow */
   GLenum CompareFunc;		/**< GL_ARB_shadow */
   GLenum DepthMode;		/**< GL_ARB_depth_texture */
   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
   GLboolean _IsPowerOfTwo;	/**< Are all image dimensions powers of two? */

   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];

   /** GL_EXT_paletted_texture */
   struct gl_color_table Palette;

   GLboolean Complete;			/**< Is texture object complete? */
   struct gl_texture_object *Next;	/**< Next in linked list */

   /**
    * \name For device driver
    */
   /*@{*/
   void *DriverData;	/**< Arbitrary device driver data */
   /*@}*/
};

/**
 * Texture combine environment state.
 * 
 * \todo
 * If GL_NV_texture_env_combine4 is ever supported, the arrays in this
 * structure will need to be expanded for 4 elements.
 */
struct gl_tex_env_combine_state {
   GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
   GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
   GLenum SourceRGB[3];  /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
   GLenum SourceA[3];    /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
   GLenum OperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
   GLenum OperandA[3];   /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
   GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
   GLuint ScaleShiftA;   /**< 0, 1 or 2 */
   GLuint _NumArgsRGB;   /**< Number of inputs used for the combine mode. */
   GLuint _NumArgsA;     /**< Number of inputs used for the combine mode. */
};

/**
 * Texture unit record 
 */
struct gl_texture_unit {
   GLuint Enabled;              /**< bitmask of TEXTURE_*_BIT flags */
   GLuint _ReallyEnabled;       /**< 0 or exactly one of TEXTURE_*_BIT flags */

   GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
   GLfloat EnvColor[4];
   GLuint TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
   /** \name Tex coord generation mode
    * Either GL_OBJECT_LINEAR, GL_EYE_LINEAR or GL_SPHERE_MAP. */
   /*@{*/
   GLenum GenModeS;		
   GLenum GenModeT;
   GLenum GenModeR;
   GLenum GenModeQ;
   /*@}*/
   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];
   GLfloat LodBias;		/**< for biasing mipmap levels */

   /** 
    * \name GL_EXT_texture_env_combine 
    */
   struct gl_tex_env_combine_state Combine;

   /**
    * Derived state based on \c EnvMode and the \c BaseFormat of the
    * currently enabled texture.
    */
   struct gl_tex_env_combine_state _EnvMode;

   /**
    * Currently enabled combiner state.  This will point to either
    * \c Combine or \c _EnvMode.
    */
   struct gl_tex_env_combine_state *_CurrentCombine;

   struct gl_texture_object *Current1D;
   struct gl_texture_object *Current2D;
   struct gl_texture_object *Current3D;
   struct gl_texture_object *CurrentCubeMap; /**< GL_ARB_texture_cube_map */
   struct gl_texture_object *CurrentRect;    /**< GL_NV_texture_rectangle */

   struct gl_texture_object *_Current; /**< Points to really enabled tex obj */

   struct gl_texture_object Saved1D;  /**< only used by glPush/PopAttrib */
   struct gl_texture_object Saved2D;
   struct gl_texture_object Saved3D;
   struct gl_texture_object SavedCubeMap;
   struct gl_texture_object SavedRect;

   /* GL_SGI_texture_color_table */
   struct gl_color_table ColorTable;
   struct gl_color_table ProxyColorTable;
   GLboolean ColorTableEnabled;
};


/**
 * Texture attributes
 */
struct gl_texture_attrib {
   /**
    * name multitexture 
    */
   /**@{*/
   GLuint CurrentUnit;	        /**< Active texture unit */
   GLuint _EnabledUnits;        /**< one bit set for each really-enabled unit */
   GLuint _EnabledCoordUnits;   /**< one bit per enabled coordinate unit */
   GLuint _GenFlags;            /**< for texgen */
   GLuint _TexGenEnabled;
   GLuint _TexMatEnabled;
   /**@}*/

   struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];

   struct gl_texture_object *Proxy1D;
   struct gl_texture_object *Proxy2D;
   struct gl_texture_object *Proxy3D;
   struct gl_texture_object *ProxyCubeMap;
   struct gl_texture_object *ProxyRect;

   /** GL_EXT_shared_texture_palette */
   GLboolean SharedPalette;
   struct gl_color_table Palette;
};


/**
 * Transformation attributes.
 */
struct gl_transform_attrib {
   GLenum MatrixMode;				/**< Matrix mode */
   GLfloat EyeUserPlane[MAX_CLIP_PLANES][4];	/**< User clip planes */
   GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4];	/**< derived */
   GLuint ClipPlanesEnabled;                    /**< on/off bitmask */
   GLboolean Normalize;				/**< Normalize all normals? */
   GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
   GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */

   GLboolean CullVertexFlag;	/**< True if GL_CULL_VERTEX_EXT is enabled */
   GLfloat CullEyePos[4];
   GLfloat CullObjPos[4];
};


/**
 * Viewport attributes.
 */
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. */
};


/**
 * Node for the attribute stack
 */
struct gl_attrib_node {
   GLbitfield kind;
   void *data;
   struct gl_attrib_node *next;
};


/**
 * GL_ARB_vertex/pixel_buffer_object buffer object
 */
struct gl_buffer_object {
   GLint RefCount;
   GLuint Name;
   GLenum Usage;
   GLenum Access;
   GLvoid *Pointer;          /**< Only valid while buffer is mapped */
   GLuint Size;              /**< Size of storage in bytes */
   GLubyte *Data;            /**< Location of storage either in RAM or VRAM. */
   GLboolean OnCard;         /**< Is buffer in VRAM? (hardware drivers) */
   GLboolean DeletePending;  /**< Deleted by user but RefCount > 0? */
};



/**
 * 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;
   GLboolean ClientStorage; /**< GL_APPLE_client_storage */
   GLboolean Invert;        /**< GL_MESA_pack_invert */
   struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
};


#define CA_CLIENT_DATA     0x1	/**< Data not allocated by mesa */


/**
 * Client vertex array attributes
 */
struct gl_client_array {
   GLint Size;                  /**< components per element (1,2,3,4) */
   GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
   GLsizei Stride;		/**< user-specified stride */
   GLsizei StrideB;		/**< actual stride in bytes */
   const GLubyte *Ptr;          /**< Points to array data */
   GLuint Enabled;		/**< one of the _NEW_ARRAY_ bits */
   GLboolean Normalized;        /**< GL_ARB_vertex_program */

   /**< GL_ARB_vertex_buffer_object */
   struct gl_buffer_object *BufferObj;
   GLuint _MaxElement;

   GLuint Flags;
};


/**
 * Array attributes.
 */
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 SecondaryColor;
   struct gl_client_array FogCoord;
   struct gl_client_array Index;
   struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
   struct gl_client_array EdgeFlag;

   struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];  /**< GL_NV_vertex_program */

   GLint ActiveTexture;		/**< Client Active Texture */
   GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
   GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */

   GLuint _Enabled;		/**< _NEW_ARRAY_* - bit set if array enabled */
   GLuint NewState;		/**< _NEW_ARRAY_* */

#if FEATURE_ARB_vertex_buffer_object
   struct gl_buffer_object *NullBufferObj;
   struct gl_buffer_object *ArrayBufferObj;
   struct gl_buffer_object *ElementArrayBufferObj;
#endif
   GLuint _MaxElement;          /* Min of all enabled array's maxes */
};


struct gl_feedback {
   GLenum Type;
   GLuint _Mask;		/* FB_* bits */
   GLfloat *Buffer;
   GLuint BufferSize;
   GLuint Count;
};


/**
 * Selection attributes.
 */
struct gl_selection {
   GLuint *Buffer;	/**< selection buffer */
   GLuint BufferSize;	/**< size of the selection buffer */
   GLuint BufferCount;	/**< number of values in the selection buffer */
   GLuint Hits;		/**< number of records in the selection buffer */
   GLuint NameStackDepth; /**< name stack depth */
   GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
   GLboolean HitFlag;	/**< hit flag */
   GLfloat HitMinZ;	/**< minimum hit depth */
   GLfloat HitMaxZ;	/**< maximum hit depth */
};


/**
 * 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 */
};


/**
 * 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 */
};


/**
 * All evaluator control points
 */
struct gl_evaluators
{
   /** 
    * \name 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;
   struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
   /*@}*/

   /** 
    * \name 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;
   struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
   /*@}*/
};


/**
 * NV_fragment_program runtime state
 */
struct fp_machine
{
   GLfloat Temporaries[MAX_NV_FRAGMENT_PROGRAM_TEMPS][4];
   GLfloat Inputs[MAX_NV_FRAGMENT_PROGRAM_INPUTS][4];
   GLfloat Outputs[MAX_NV_FRAGMENT_PROGRAM_OUTPUTS][4];
   GLuint CondCodes[4];
};


/**
 * Names of the various vertex/fragment register files
 */
enum register_file
{
   PROGRAM_TEMPORARY = 10,
   PROGRAM_INPUT,
   PROGRAM_OUTPUT,
   PROGRAM_LOCAL_PARAM,
   PROGRAM_ENV_PARAM,
   PROGRAM_NAMED_PARAM,
   PROGRAM_STATE_VAR,
   PROGRAM_WRITE_ONLY,
   PROGRAM_ADDRESS
};


/* Vertex and fragment instructions */
struct vp_instruction;
struct fp_instruction;

struct program_parameter_list;


/**
 * Base class for any kind of program object
 */
struct program
{
   GLuint Id;
   GLubyte *String;          /**< Null-terminated program text */
   GLboolean DeletePending;  /**< User called glDeletePrograms? */
   GLint RefCount;
   GLenum Target;
   GLenum Format;            /**< String encoding format */
   GLboolean Resident;
   GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
   GLuint NumInstructions;  /* GL_ARB_vertex/fragment_program */
   GLuint NumTemporaries;
   GLuint NumParameters;
   GLuint NumAttributes;
   GLuint NumAddressRegs;
};


/** Vertex program object */
struct vertex_program
{
   struct program Base;   /* base class */
   struct vp_instruction *Instructions;  /* Compiled instructions */
   GLboolean IsNVProgram; /* GL_NV_vertex_program ? */
   GLboolean IsPositionInvariant;  /* GL_NV_vertex_program1_1 */
   GLuint InputsRead;     /* Bitmask of which input regs are read */
   GLuint OutputsWritten; /* Bitmask of which output regs are written to */
   struct program_parameter_list *Parameters; /**< array [NumParameters] */
};


/** Fragment program object */
struct fragment_program
{
   struct program Base;   /**< base class */
   struct fp_instruction *Instructions;  /**< Compiled instructions */
   GLuint InputsRead;     /**< Bitmask of which input regs are read */
   GLuint OutputsWritten; /**< Bitmask of which output regs are written to */
   GLuint TexturesUsed[MAX_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_INDEX bitmask */
   GLuint NumAluInstructions; /**< GL_ARB_fragment_program */
   GLuint NumTexInstructions;
   GLuint NumTexIndirections;
   GLenum FogOption;
   struct program_parameter_list *Parameters; /**< array [NumParameters] */

#ifdef USE_TCC
   char c_str[4096];		/* experimental... */
   int c_strlen;
#endif
};


/**
 * State common to vertex and fragment programs.
 */
struct program_state {
   GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_NV */
   const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_NV */
};


/**
 * State vars for GL_NV_vertex_program
 */
struct vertex_program_state
{
   GLboolean Enabled;                  /**< GL_VERTEX_PROGRAM_NV */
   GLboolean _Enabled;                 /**< Really enabled? */
   GLboolean PointSizeEnabled;         /**< GL_VERTEX_PROGRAM_POINT_SIZE_NV */
   GLboolean TwoSideEnabled;           /**< GL_VERTEX_PROGRAM_TWO_SIDE_NV */
   struct vertex_program *Current;     /**< ptr to currently bound program */

   GLenum TrackMatrix[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
   GLenum TrackMatrixTransform[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];

   GLfloat Parameters[MAX_NV_VERTEX_PROGRAM_PARAMS][4]; /* Env params */
   /* Only used during program execution (may be moved someday): */
   GLfloat Temporaries[MAX_NV_VERTEX_PROGRAM_TEMPS][4];
   GLfloat Inputs[MAX_NV_VERTEX_PROGRAM_INPUTS][4];
   GLfloat Outputs[MAX_NV_VERTEX_PROGRAM_OUTPUTS][4];
   GLint AddressReg[4];

#if FEATURE_MESA_program_debug
   GLprogramcallbackMESA Callback;
   GLvoid *CallbackData;
   GLboolean CallbackEnabled;
   GLuint CurrentPosition;
#endif
};


/*
 * State for GL_ARB/NV_fragment_program
 */
struct fragment_program_state
{
   GLboolean Enabled;                    /* GL_VERTEX_PROGRAM_NV */
   GLboolean _Enabled;                   /* Really enabled? */
   struct fragment_program *Current;     /* ptr to currently bound program */
   struct fp_machine Machine;            /* machine state */
   GLfloat Parameters[MAX_NV_FRAGMENT_PROGRAM_PARAMS][4]; /* Env params */

#if FEATURE_MESA_program_debug
   GLprogramcallbackMESA Callback;
   GLvoid *CallbackData;
   GLboolean CallbackEnabled;
   GLuint CurrentPosition;
#endif
};


/*
 * State for GL_ARB_occlusion_query
 */
struct occlusion_state
{
   GLboolean Active;
   GLuint CurrentQueryObject;
   GLuint PassedCounter;
   struct _mesa_HashTable *QueryObjects;
};


/**
 * State which can be shared by multiple contexts:
 */
struct gl_shared_state
{
   _glthread_Mutex Mutex;		   /**< for thread safety */
   GLint RefCount;			   /**< Reference count */
   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
   struct gl_texture_object *TexObjectList;/**< Linked list of texture objects */

   /**
    * \name Default texture objects (shared by all multi-texture units)
    */
   /*@{*/
   struct gl_texture_object *Default1D;
   struct gl_texture_object *Default2D;
   struct gl_texture_object *Default3D;
   struct gl_texture_object *DefaultCubeMap;
   struct gl_texture_object *DefaultRect;
   /*@}*/

   /**
    * \name GL_NV_vertex/_program 
    */
   /*@{*/
   struct _mesa_HashTable *Programs;
#if FEATURE_ARB_vertex_program
   struct program *DefaultVertexProgram;
#endif
#if FEATURE_ARB_fragment_program
   struct program *DefaultFragmentProgram;
#endif
   /*@}*/

#if FEATURE_ARB_vertex_buffer_object
   struct _mesa_HashTable *BufferObjects;
#endif

   void *DriverData;  /**< Device driver shared state */
};


/**
 * Frame 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 */

   GLuint Width, Height;	/**< size of frame buffer in pixels */

   GLboolean UseSoftwareDepthBuffer;
   GLboolean UseSoftwareAccumBuffer;
   GLboolean UseSoftwareStencilBuffer;
   GLboolean UseSoftwareAlphaBuffers;
   GLboolean UseSoftwareAuxBuffers;

   /** \name Software depth (aka Z) buffer */
   /*@{*/
   GLvoid *DepthBuffer;		/**< array [Width*Height] of GLushort or GLuint*/
   /*@}*/

   /** \name Software stencil buffer */
   /*@{*/
   GLstencil *Stencil;		/**< array [Width*Height] of GLstencil values */
   /*@}*/

   /** \name Software accumulation buffer */
   /*@{*/
   GLaccum *Accum;		/**< array [4*Width*Height] of GLaccum values */
   /*@}*/

   /** \name Software alpha planes */
   /*@{*/
   GLchan *FrontLeftAlpha;	/**< array [Width*Height] of GLchan */
   GLchan *BackLeftAlpha;	/**< array [Width*Height] of GLchan */
   GLchan *FrontRightAlpha;	/**< array [Width*Height] of GLchan */
   GLchan *BackRightAlpha;	/**< array [Width*Height] of GLchan */
   /*@}*/

   GLchan *AuxBuffers[MAX_AUX_BUFFERS];

   /** 
    * \name Drawing bounds
    *
    * Intersection of window size and scissor box 
    */
   /*@{*/
   GLint _Xmin;  /**< inclusive */
   GLint _Ymin;  /**< inclusive */
   GLint _Xmax;  /**< exclusive */
   GLint _Ymax;  /**< exclusive */
   /*@}*/
};


/**
 * Constants which may be overridden by device driver during context creation
 * but are never changed after that.
 */
struct gl_constants
{
   GLint MaxTextureLevels;		/**< Maximum number of allowed mipmap levels. */ 
   GLint Max3DTextureLevels;		/**< Maximum number of allowed mipmap levels for 3D texture targets. */
   GLint MaxCubeTextureLevels;          /**< Maximum number of allowed mipmap levels for GL_ARB_texture_cube_map */
   GLint MaxTextureRectSize;            /* GL_NV_texture_rectangle */
   GLuint MaxTextureCoordUnits;
   GLuint MaxTextureImageUnits;
   GLuint MaxTextureUnits;              /* = MAX(CoordUnits, ImageUnits) */
   GLfloat MaxTextureMaxAnisotropy;	/* GL_EXT_texture_filter_anisotropic */
   GLfloat MaxTextureLodBias;           /* GL_EXT_texture_lod_bias */
   GLuint MaxArrayLockSize;
   GLint SubPixelBits;
   GLfloat MinPointSize, MaxPointSize;		/* aliased */
   GLfloat MinPointSizeAA, MaxPointSizeAA;	/* antialiased */
   GLfloat PointSizeGranularity;
   GLfloat MinLineWidth, MaxLineWidth;		/* aliased */
   GLfloat MinLineWidthAA, MaxLineWidthAA;	/* antialiased */
   GLfloat LineWidthGranularity;
   GLuint MaxColorTableSize;
   GLuint MaxConvolutionWidth;
   GLuint MaxConvolutionHeight;
   GLuint MaxClipPlanes;
   GLuint MaxLights;
   GLfloat MaxShininess;			/* GL_NV_light_max_exponent */
   GLfloat MaxSpotExponent;			/* GL_NV_light_max_exponent */
   /* GL_ARB_vertex_program */
   GLuint MaxVertexProgramInstructions;
   GLuint MaxVertexProgramAttribs;
   GLuint MaxVertexProgramTemps;
   GLuint MaxVertexProgramLocalParams;
   GLuint MaxVertexProgramEnvParams;
   GLuint MaxVertexProgramAddressRegs;
   /* GL_ARB_fragment_program */
   GLuint MaxFragmentProgramInstructions;
   GLuint MaxFragmentProgramAttribs;
   GLuint MaxFragmentProgramTemps;
   GLuint MaxFragmentProgramLocalParams;
   GLuint MaxFragmentProgramEnvParams;
   GLuint MaxFragmentProgramAddressRegs;
   GLuint MaxFragmentProgramAluInstructions;
   GLuint MaxFragmentProgramTexInstructions;
   GLuint MaxFragmentProgramTexIndirections;
   /* vertex or fragment program */
   GLuint MaxProgramMatrices;
   GLuint MaxProgramMatrixStackDepth;
   /* vertex array / buffer object bounds checking */
   GLboolean CheckArrayBounds;
};


/**
 * List of extensions.
 */
struct gl_extensions
{
   /**
    * \name Flags to quickly test if certain extensions are available.
    * 
    * Not every extension needs to have such a flag, but it's encouraged.
    */
   /*@{*/
   GLboolean dummy;  /* don't remove this! */
   GLboolean ARB_depth_texture;
   GLboolean ARB_fragment_program;
   GLboolean ARB_half_float_pixel;
   GLboolean ARB_imaging;
   GLboolean ARB_multisample;
   GLboolean ARB_multitexture;
   GLboolean ARB_occlusion_query;
   GLboolean ARB_point_sprite;
   GLboolean ARB_shadow;
   GLboolean ARB_texture_border_clamp;
   GLboolean ARB_texture_compression;
   GLboolean ARB_texture_cube_map;
   GLboolean ARB_texture_env_combine;
   GLboolean ARB_texture_env_crossbar;
   GLboolean ARB_texture_env_dot3;
   GLboolean ARB_texture_float;
   GLboolean ARB_texture_mirrored_repeat;
   GLboolean ARB_texture_non_power_of_two;
   GLboolean ARB_transpose_matrix;
   GLboolean ARB_vertex_buffer_object;
   GLboolean ARB_vertex_program;
   GLboolean ARB_window_pos;
   GLboolean EXT_abgr;
   GLboolean EXT_bgra;
   GLboolean EXT_blend_color;
   GLboolean EXT_blend_equation_separate;
   GLboolean EXT_blend_func_separate;
   GLboolean EXT_blend_logic_op;
   GLboolean EXT_blend_minmax;
   GLboolean EXT_blend_subtract;
   GLboolean EXT_clip_volume_hint;
   GLboolean EXT_cull_vertex;
   GLboolean EXT_convolution;
   GLboolean EXT_compiled_vertex_array;
   GLboolean EXT_copy_texture;
   GLboolean EXT_depth_bounds_test;
   GLboolean EXT_draw_range_elements;
   GLboolean EXT_fog_coord;
   GLboolean EXT_histogram;
   GLboolean EXT_multi_draw_arrays;
   GLboolean EXT_paletted_texture;
   GLboolean EXT_packed_pixels;
   GLboolean EXT_pixel_buffer_object;
   GLboolean EXT_point_parameters;
   GLboolean EXT_polygon_offset;
   GLboolean EXT_rescale_normal;
   GLboolean EXT_shadow_funcs;
   GLboolean EXT_secondary_color;
   GLboolean EXT_separate_specular_color;
   GLboolean EXT_shared_texture_palette;
   GLboolean EXT_stencil_wrap;
   GLboolean EXT_stencil_two_side;
   GLboolean EXT_subtexture;
   GLboolean EXT_texture;
   GLboolean EXT_texture_object;
   GLboolean EXT_texture3D;
   GLboolean EXT_texture_compression_s3tc;
   GLboolean EXT_texture_env_add;
   GLboolean EXT_texture_env_combine;
   GLboolean EXT_texture_env_dot3;
   GLboolean EXT_texture_filter_anisotropic;
   GLboolean EXT_texture_lod_bias;
   GLboolean EXT_texture_mirror_clamp;
   GLboolean EXT_vertex_array;
   GLboolean EXT_vertex_array_set;
   /* vendor extensions */
   GLboolean APPLE_client_storage;
   GLboolean APPLE_packed_pixels;
   GLboolean ATI_texture_mirror_once;
   GLboolean ATI_texture_env_combine3;
   GLboolean HP_occlusion_test;
   GLboolean IBM_rasterpos_clip;
   GLboolean IBM_multimode_draw_arrays;
   GLboolean MESA_pack_invert;
   GLboolean MESA_packed_depth_stencil;
   GLboolean MESA_program_debug;
   GLboolean MESA_resize_buffers;
   GLboolean MESA_ycbcr_texture;
   GLboolean NV_blend_square;
   GLboolean NV_fragment_program;
   GLboolean NV_light_max_exponent;
   GLboolean NV_point_sprite;
   GLboolean NV_texgen_reflection;
   GLboolean NV_texture_rectangle;
   GLboolean NV_vertex_program;
   GLboolean NV_vertex_program1_1;
   GLboolean SGI_color_matrix;
   GLboolean SGI_color_table;
   GLboolean SGI_texture_color_table;
   GLboolean SGIS_generate_mipmap;
   GLboolean SGIS_pixel_texture;
   GLboolean SGIS_texture_edge_clamp;
   GLboolean SGIS_texture_lod;
   GLboolean SGIX_depth_texture;
   GLboolean SGIX_pixel_texture;
   GLboolean SGIX_shadow;
   GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */
   GLboolean TDFX_texture_compression_FXT1;
   GLboolean S3_s3tc;
   /*@}*/
   /* The extension string */
   const GLubyte *String;
};


/**
 * A stack of matrices (projection, modelview, color, texture, etc).
 */
struct matrix_stack
{
   GLmatrix *Top;      /**< points into Stack */
   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
   GLuint MaxDepth;    /**< size of Stack[] array */
   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
};


/**
 * \name Bits for image transfer operations 
 *
 * \sa __GLcontextRec::ImageTransferState.
 */
/*@{*/
#define IMAGE_SCALE_BIAS_BIT                      0x1
#define IMAGE_SHIFT_OFFSET_BIT                    0x2
#define IMAGE_MAP_COLOR_BIT                       0x4
#define IMAGE_COLOR_TABLE_BIT                     0x8
#define IMAGE_CONVOLUTION_BIT                     0x10
#define IMAGE_POST_CONVOLUTION_SCALE_BIAS         0x20
#define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT    0x40
#define IMAGE_COLOR_MATRIX_BIT                    0x80
#define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT   0x100
#define IMAGE_HISTOGRAM_BIT                       0x200
#define IMAGE_MIN_MAX_BIT                         0x400
#define IMAGE_CLAMP_BIT                           0x800 /* extra */


/** Transfer ops up to convolution */
#define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT |     \
                                    IMAGE_SHIFT_OFFSET_BIT |   \
                                    IMAGE_MAP_COLOR_BIT |      \
                                    IMAGE_COLOR_TABLE_BIT)

/** Transfer ops after convolution */
#define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS |      \
                                     IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
                                     IMAGE_COLOR_MATRIX_BIT |                 \
                                     IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
                                     IMAGE_HISTOGRAM_BIT |                    \
                                     IMAGE_MIN_MAX_BIT)
/*@}*/


/**
 * \name Bits to indicate what state has changed.  
 *
 * 4 unused flags.
 */
/*@{*/
#define _NEW_MODELVIEW		0x1        /**< __GLcontextRec::ModelView */
#define _NEW_PROJECTION		0x2        /**< __GLcontextRec::Projection */
#define _NEW_TEXTURE_MATRIX	0x4        /**< __GLcontextRec::TextureMatrix */
#define _NEW_COLOR_MATRIX	0x8        /**< __GLcontextRec::ColorMatrix */
#define _NEW_ACCUM		0x10       /**< __GLcontextRec::Accum */
#define _NEW_COLOR		0x20       /**< __GLcontextRec::Color */
#define _NEW_DEPTH		0x40       /**< __GLcontextRec::Depth */
#define _NEW_EVAL		0x80       /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
#define _NEW_FOG		0x100      /**< __GLcontextRec::Fog */
#define _NEW_HINT		0x200      /**< __GLcontextRec::Hint */
#define _NEW_LIGHT		0x400      /**< __GLcontextRec::Light */
#define _NEW_LINE		0x800      /**< __GLcontextRec::Line */
#define _NEW_PIXEL		0x1000     /**< __GLcontextRec::Pixel */
#define _NEW_POINT		0x2000     /**< __GLcontextRec::Point */
#define _NEW_POLYGON		0x4000     /**< __GLcontextRec::Polygon */
#define _NEW_POLYGONSTIPPLE	0x8000     /**< __GLcontextRec::PolygonStipple */
#define _NEW_SCISSOR		0x10000    /**< __GLcontextRec::Scissor */
#define _NEW_STENCIL		0x20000    /**< __GLcontextRec::Stencil */
#define _NEW_TEXTURE		0x40000    /**< __GLcontextRec::Texture */
#define _NEW_TRANSFORM		0x80000    /**< __GLcontextRec::Transform */
#define _NEW_VIEWPORT		0x100000   /**< __GLcontextRec::Viewport */
#define _NEW_PACKUNPACK		0x200000   /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
#define _NEW_ARRAY	        0x400000   /**< __GLcontextRec::Array */
#define _NEW_RENDERMODE		0x800000   /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
#define _NEW_BUFFERS            0x1000000  /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
#define _NEW_MULTISAMPLE        0x2000000  /**< __GLcontextRec::Multisample */
#define _NEW_TRACK_MATRIX       0x4000000  /**< __GLcontextRec::VertexProgram */
#define _NEW_PROGRAM            0x8000000  /**< __GLcontextRec::VertexProgram */
#define _NEW_ALL ~0
/*@}*/


/**
 * \name Bits to track array state changes 
 *
 * Also used to summarize array enabled.
 */
/*@{*/
#define _NEW_ARRAY_VERTEX           VERT_BIT_POS
#define _NEW_ARRAY_WEIGHT           VERT_BIT_WEIGHT
#define _NEW_ARRAY_NORMAL           VERT_BIT_NORMAL
#define _NEW_ARRAY_COLOR0           VERT_BIT_COLOR0
#define _NEW_ARRAY_COLOR1           VERT_BIT_COLOR1
#define _NEW_ARRAY_FOGCOORD         VERT_BIT_FOG
#define _NEW_ARRAY_INDEX            VERT_BIT_SIX
#define _NEW_ARRAY_EDGEFLAG         VERT_BIT_SEVEN
#define _NEW_ARRAY_TEXCOORD_0       VERT_BIT_TEX0
#define _NEW_ARRAY_TEXCOORD_1       VERT_BIT_TEX1
#define _NEW_ARRAY_TEXCOORD_2       VERT_BIT_TEX2
#define _NEW_ARRAY_TEXCOORD_3       VERT_BIT_TEX3
#define _NEW_ARRAY_TEXCOORD_4       VERT_BIT_TEX4
#define _NEW_ARRAY_TEXCOORD_5       VERT_BIT_TEX5
#define _NEW_ARRAY_TEXCOORD_6       VERT_BIT_TEX6
#define _NEW_ARRAY_TEXCOORD_7       VERT_BIT_TEX7
#define _NEW_ARRAY_ATTRIB_0         0x10000  /* start at bit 16 */
#define _NEW_ARRAY_ALL              0xffffffff


#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
/*@}*/


/**
 * \name A bunch of flags that we think might be useful to drivers.
 * 
 * Set in the __GLcontextRec::_TriangleCaps bitfield.
 */
/*@{*/
#define DD_FLATSHADE                0x1
#define DD_SEPARATE_SPECULAR        0x2
#define DD_TRI_CULL_FRONT_BACK      0x4 /* special case on some hw */
#define DD_TRI_LIGHT_TWOSIDE        0x8
#define DD_TRI_UNFILLED             0x10
#define DD_TRI_SMOOTH               0x20
#define DD_TRI_STIPPLE              0x40
#define DD_TRI_OFFSET               0x80
#define DD_LINE_SMOOTH              0x100
#define DD_LINE_STIPPLE             0x200
#define DD_LINE_WIDTH               0x400
#define DD_POINT_SMOOTH             0x800
#define DD_POINT_SIZE               0x1000
#define DD_POINT_ATTEN              0x2000
/*@}*/


/**
 * \name Define the state changes under which each of these bits might change
 */
/*@{*/
#define _DD_NEW_FLATSHADE                _NEW_LIGHT
#define _DD_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
#define _DD_NEW_TRI_CULL_FRONT_BACK      _NEW_POLYGON
#define _DD_NEW_TRI_LIGHT_TWOSIDE        _NEW_LIGHT
#define _DD_NEW_TRI_UNFILLED             _NEW_POLYGON
#define _DD_NEW_TRI_SMOOTH               _NEW_POLYGON
#define _DD_NEW_TRI_STIPPLE              _NEW_POLYGON
#define _DD_NEW_TRI_OFFSET               _NEW_POLYGON
#define _DD_NEW_LINE_SMOOTH              _NEW_LINE
#define _DD_NEW_LINE_STIPPLE             _NEW_LINE
#define _DD_NEW_LINE_WIDTH               _NEW_LINE
#define _DD_NEW_POINT_SMOOTH             _NEW_POINT
#define _DD_NEW_POINT_SIZE               _NEW_POINT
#define _DD_NEW_POINT_ATTEN              _NEW_POINT
/*@}*/


#define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
                                           _NEW_TEXTURE |	\
                                           _NEW_POINT |		\
                                           _NEW_MODELVIEW)

#define _MESA_NEW_NEED_NORMALS            (_NEW_LIGHT |		\
                                           _NEW_TEXTURE)

#define _IMAGE_NEW_TRANSFER_STATE         (_NEW_PIXEL | _NEW_COLOR_MATRIX)




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


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


#define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))

/**
 * Core Mesa's support for tnl modules:
 */
struct gl_tnl_module {
   /**
    * Vertex format to be lazily swapped into current dispatch.
    */
   const GLvertexformat *Current;

   /**
    * \name Record of functions swapped out.  
    * On restore, only need to swap these functions back in.
    */
   /*@{*/
   void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2];
   GLuint SwapCount;
   /*@}*/
};

struct mesa_list_state {
   GLuint CallDepth;		/**< Current recursion calling depth */
   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 */
   GLvertexformat ListVtxfmt;

   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
   
   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];

   GLubyte ActiveIndex;
   GLfloat CurrentIndex;
   
   GLubyte ActiveEdgeFlag;
   GLboolean CurrentEdgeFlag;
};


/**
 * Mesa context
 *
 * This is the central context data structure for Mesa.  Almost all
 * OpenGL state is contained in this structure.
 * Think of this as a base class from which device drivers will derive
 * sub classes.
 */
struct __GLcontextRec {
   /**
    * \name OS related interfaces. 
    *
    * These \b must be the first members of this structure, because they are
    * exposed to the outside world (i.e. GLX extension).
    */
   /*@{*/
   __GLimports imports;
   __GLexports exports;
   /*@}*/

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

   /** \name API function pointer tables */
   /*@{*/
   struct _glapi_table *Save;	/**< Display list save functions */
   struct _glapi_table *Exec;	/**< Execute functions */
   struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
   /*@}*/

   GLvisual Visual;
   GLframebuffer *DrawBuffer;	/**< buffer for writing */
   GLframebuffer *ReadBuffer;	/**< buffer for reading */

   /**
    * Device driver function pointer table
    */
   struct dd_function_table Driver;

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

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

   /** \name The various 4x4 matrix stacks */
   /*@{*/
   struct matrix_stack ModelviewMatrixStack;
   struct matrix_stack ProjectionMatrixStack;
   struct matrix_stack ColorMatrixStack;
   struct matrix_stack TextureMatrixStack[MAX_TEXTURE_COORD_UNITS];
   struct matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
   struct matrix_stack *CurrentStack; /**< Points to one of the above stacks */
   /*@}*/

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

   /** \name Display lists */
   struct mesa_list_state ListState;

   GLboolean ExecuteFlag;	/**< Execute GL commands? */
   GLboolean CompileFlag;	/**< Compile GL commands into display list? */

   /** Extensions */
   struct gl_extensions Extensions;

   /** \name Renderer attribute stack */
   /*@{*/
   GLuint AttribStackDepth;
   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
   /*@}*/

   /** \name Renderer attribute groups
    * 
    * 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	Accum;		/**< Accumulation buffer attributes */
   struct gl_colorbuffer_attrib	Color;		/**< Color buffers attributes */
   struct gl_current_attrib	Current;	/**< Current attributes */
   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
   struct gl_eval_attrib	Eval;		/**< Eval attributes */
   struct gl_fog_attrib		Fog;		/**< Fog attributes */
   struct gl_hint_attrib	Hint;		/**< Hint attributes */
   struct gl_light_attrib	Light;		/**< Light attributes */
   struct gl_line_attrib	Line;		/**< Line attributes */
   struct gl_list_attrib	List;		/**< List attributes */
   struct gl_multisample_attrib Multisample;
   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
   struct gl_point_attrib	Point;		/**< Point attributes */
   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
   GLuint PolygonStipple[32];			/**< Polygon stipple */
   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
   struct gl_texture_attrib	Texture;	/**< Texture attributes */
   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
   /*@}*/

   /** \name Other attribute groups */
   /*@{*/
   struct gl_histogram_attrib	Histogram;
   struct gl_minmax_attrib	MinMax;
   struct gl_convolution_attrib Convolution1D;
   struct gl_convolution_attrib Convolution2D;
   struct gl_convolution_attrib Separable2D;
   /*@}*/

   /** \name Client attribute stack */
   /*@{*/
   GLuint ClientAttribStackDepth;
   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
   /*@}*/

   /** \name 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_pixelstore_attrib	DefaultPacking;	/**< Default params */

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

   struct gl_color_table ColorTable;       /**< Pre-convolution */
   struct gl_color_table ProxyColorTable;  /**< Pre-convolution */
   struct gl_color_table PostConvolutionColorTable;
   struct gl_color_table ProxyPostConvolutionColorTable;
   struct gl_color_table PostColorMatrixColorTable;
   struct gl_color_table ProxyPostColorMatrixColorTable;

   struct program_state Program;             /**< for vertex or fragment progs */
   struct vertex_program_state VertexProgram;      /**< GL_NV_vertex_program */
   struct fragment_program_state FragmentProgram;  /**< GL_NV_fragment_program */

   struct occlusion_state Occlusion;  /**< GL_ARB_occlusion_query */

   GLenum ErrorValue;        /**< Last error code */
   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
   GLuint NewState;          /**< bitwise-or of _NEW_* flags */
   /*@}*/

   /** \name Derived */
   /*@{*/
   GLuint _TriangleCaps;      /**< bitwise-or of DD_* flags */
   GLuint _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
   GLfloat _EyeZDir[3];
   GLfloat _ModelViewInvScale;
   GLuint _NeedEyeCoords;
   GLuint _ForceEyeCoords; 
   GLboolean _RotateMode;
   GLenum _CurrentProgram;    /* currently executing program */

   struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
   struct gl_shine_tab *_ShineTabList;  /**< MRU list of inactive shine tables */
   /**@}*/

   struct gl_list_extensions ListExt; /**< driver dlist extensions */


   GLboolean OcclusionResult;       /**< for GL_HP_occlusion_test */
   GLboolean OcclusionResultSaved;  /**< for GL_HP_occlusion_test */
   GLuint _Facing; /**< This is a hack for 2-sided stencil test.
		    *
		    * We don't have a better way to communicate this value from
		    * swrast_setup to swrast. */


   /** \name Z buffer stuff */
   /*@{*/
   GLuint DepthMax;	/**< Max depth buffer value */
   GLfloat DepthMaxF;	/**< Float max depth buffer value */
   GLfloat MRD;		/**< minimum resolvable difference in Z values */
   /*@}*/

   /** \name Color clamping (tentative part of GL_ARB_color_clamp_control) */
   /*@{*/
   GLboolean ClampFragmentColors;
   GLboolean ClampVertexColors;
   /*@}*/

   /** \name For debugging/development only */
   /*@{*/
   GLboolean FirstTimeCurrent;
   /*@}*/

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

   /** Core tnl module support */
   struct gl_tnl_module TnlModule;

   /**
    * \name Hooks for module contexts.  
    *
    * These will eventually live in the driver or elsewhere.
    */
   /*@{*/
   void *swrast_context;
   void *swsetup_context;
   void *swtnl_context;
   void *swtnl_im;
   void *acache_context;
   void *aelt_context;
   /*@}*/
};


/** The string names for GL_POINT, GL_LINE_LOOP, etc */
extern const char *_mesa_prim_name[GL_POLYGON+4];


#ifdef MESA_DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
# define MESA_FUNCTION __FUNCTION__
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
# define MESA_FUNCTION "a function"
# ifndef NDEBUG
#  define NDEBUG
# endif
#endif


enum _verbose {
   VERBOSE_VARRAY		= 0x0001,
   VERBOSE_TEXTURE		= 0x0002,
   VERBOSE_IMMEDIATE		= 0x0004,
   VERBOSE_PIPELINE		= 0x0008,
   VERBOSE_DRIVER		= 0x0010,
   VERBOSE_STATE		= 0x0020,
   VERBOSE_API			= 0x0040,
   VERBOSE_DISPLAY_LIST		= 0x0100,
   VERBOSE_LIGHTING		= 0x0200,
   VERBOSE_PRIMS		= 0x0400,
   VERBOSE_VERTS		= 0x0800
};


enum _debug {
   DEBUG_ALWAYS_FLUSH		= 0x1
};



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


#endif /* TYPES_H */
