mesa: display list clean-ups
Rename some structs and fields to be more consistant with the rest of mesa.
This commit is contained in:
@@ -581,7 +581,7 @@ static void
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delete_displaylist_cb(GLuint id, void *data, void *userData)
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{
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#if FEATURE_dlist
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struct mesa_display_list *list = (struct mesa_display_list *) data;
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struct gl_display_list *list = (struct gl_display_list *) data;
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GLcontext *ctx = (GLcontext *) userData;
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_mesa_delete_list(ctx, list);
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#endif
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+2
-2
@@ -34,7 +34,7 @@
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/* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */
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struct gl_pixelstore_attrib;
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struct mesa_display_list;
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struct gl_display_list;
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/**
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* Device driver function table.
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@@ -999,7 +999,7 @@ struct dd_function_table {
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* Notify the T&L component before and after calling a display list.
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*/
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void (*BeginCallList)( GLcontext *ctx,
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struct mesa_display_list *dlist );
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struct gl_display_list *dlist );
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/**
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* Called by glEndCallList().
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*
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+21
-17
@@ -370,7 +370,7 @@ typedef enum
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* contiguous nodes in memory.
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* Each node is the union of a variety of data types.
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*/
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union node
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union gl_dlist_node
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{
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OpCode opcode;
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GLboolean b;
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@@ -387,6 +387,9 @@ union node
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};
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typedef union gl_dlist_node Node;
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/**
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* How many nodes to allocate at a time.
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*
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@@ -414,13 +417,13 @@ void mesa_print_display_list(GLuint list);
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* Make an empty display list. This is used by glGenLists() to
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* reserve display list IDs.
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*/
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static struct mesa_display_list *
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static struct gl_display_list *
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make_list(GLuint list, GLuint count)
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{
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struct mesa_display_list *dlist = CALLOC_STRUCT(mesa_display_list);
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dlist->id = list;
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dlist->node = (Node *) _mesa_malloc(sizeof(Node) * count);
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dlist->node[0].opcode = OPCODE_END_OF_LIST;
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struct gl_display_list *dlist = CALLOC_STRUCT(gl_display_list);
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dlist->Name = list;
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dlist->Head = (Node *) _mesa_malloc(sizeof(Node) * count);
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dlist->Head[0].opcode = OPCODE_END_OF_LIST;
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return dlist;
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}
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@@ -428,10 +431,10 @@ make_list(GLuint list, GLuint count)
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/**
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* Lookup function to just encapsulate casting.
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*/
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static INLINE struct mesa_display_list *
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static INLINE struct gl_display_list *
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lookup_list(GLcontext *ctx, GLuint list)
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{
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return (struct mesa_display_list *)
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return (struct gl_display_list *)
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_mesa_HashLookup(ctx->Shared->DisplayList, list);
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}
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@@ -442,12 +445,12 @@ lookup_list(GLcontext *ctx, GLuint list)
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* \param dlist - display list pointer
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*/
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void
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_mesa_delete_list(GLcontext *ctx, struct mesa_display_list *dlist)
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_mesa_delete_list(GLcontext *ctx, struct gl_display_list *dlist)
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{
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Node *n, *block;
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GLboolean done;
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n = block = dlist->node;
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n = block = dlist->Head;
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done = block ? GL_FALSE : GL_TRUE;
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while (!done) {
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@@ -596,7 +599,7 @@ _mesa_delete_list(GLcontext *ctx, struct mesa_display_list *dlist)
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static void
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destroy_list(GLcontext *ctx, GLuint list)
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{
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struct mesa_display_list *dlist;
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struct gl_display_list *dlist;
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if (list == 0)
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return;
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@@ -5731,7 +5734,7 @@ islist(GLcontext *ctx, GLuint list)
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static void
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execute_list(GLcontext *ctx, GLuint list)
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{
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struct mesa_display_list *dlist;
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struct gl_display_list *dlist;
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Node *n;
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GLboolean done;
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@@ -5752,7 +5755,7 @@ execute_list(GLcontext *ctx, GLuint list)
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if (ctx->Driver.BeginCallList)
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ctx->Driver.BeginCallList(ctx, dlist);
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n = dlist->node;
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n = dlist->Head;
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done = GL_FALSE;
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while (!done) {
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@@ -6757,7 +6760,7 @@ _mesa_NewList(GLuint list, GLenum mode)
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/* Allocate new display list */
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ctx->ListState.CurrentListNum = list;
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ctx->ListState.CurrentList = make_list(list, BLOCK_SIZE);
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ctx->ListState.CurrentBlock = ctx->ListState.CurrentList->node;
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ctx->ListState.CurrentBlock = ctx->ListState.CurrentList->Head;
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ctx->ListState.CurrentListPtr = ctx->ListState.CurrentBlock;
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ctx->ListState.CurrentPos = 0;
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@@ -6805,7 +6808,8 @@ _mesa_EndList(void)
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/* Destroy old list, if any */
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destroy_list(ctx, ctx->ListState.CurrentListNum);
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/* Install the list */
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/* Install the new list */
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_mesa_HashInsert(ctx->Shared->DisplayList, ctx->ListState.CurrentListNum,
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ctx->ListState.CurrentList);
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@@ -8209,7 +8213,7 @@ enum_string(GLenum k)
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static void GLAPIENTRY
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print_list(GLcontext *ctx, GLuint list)
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{
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struct mesa_display_list *dlist;
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struct gl_display_list *dlist;
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Node *n;
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GLboolean done;
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@@ -8222,7 +8226,7 @@ print_list(GLcontext *ctx, GLuint list)
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if (!dlist)
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return;
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n = dlist->node;
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n = dlist->Head;
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_mesa_printf("START-LIST %u, address %p\n", list, (void *) n);
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@@ -39,7 +39,7 @@
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#if _HAVE_FULL_GL
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extern void
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_mesa_delete_list(GLcontext *ctx, struct mesa_display_list *dlist);
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_mesa_delete_list(GLcontext *ctx, struct gl_display_list *dlist);
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extern void GLAPIENTRY _mesa_CallList( GLuint list );
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+16
-16
@@ -2848,13 +2848,6 @@ struct gl_matrix_stack
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/*
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* Forward declaration of display list data types:
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*/
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union node;
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typedef union node Node;
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/* This has to be included here. */
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#include "dd.h"
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@@ -2886,11 +2879,17 @@ struct gl_tnl_module
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/**
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* Strictly this is a tnl/ private concept, but it doesn't seem
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* Display list flags.
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* Strictly this is a tnl-private concept, but it doesn't seem
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* worthwhile adding a tnl private structure just to hold this one bit
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* of information:
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*/
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#define MESA_DLIST_DANGLING_REFS 0x1
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#define DLIST_DANGLING_REFS 0x1
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/*
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* Forward declaration of display list data types:
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*/
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union gl_dlist_node;
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/**
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@@ -2898,11 +2897,12 @@ struct gl_tnl_module
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* collected. Could be extended with driverPrivate structures,
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* etc. in the future.
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*/
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struct mesa_display_list
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struct gl_display_list
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{
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Node *node; /**< The dlist commands are in a linked list of nodes */
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GLuint id;
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GLbitfield flags; /**< MESA_DLIST_x flags */
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GLuint Name;
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GLbitfield Flags; /**< DLIST_x flags */
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/** The dlist commands are in a linked list of nodes */
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union gl_dlist_node *Head;
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};
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@@ -2913,10 +2913,10 @@ struct gl_dlist_state
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{
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GLuint CallDepth; /**< Current recursion calling depth */
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struct mesa_display_list *CurrentList;
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Node *CurrentListPtr; /**< Head of list being compiled */
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struct gl_display_list *CurrentList;
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GLuint CurrentListNum; /**< Number of the list being compiled */
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Node *CurrentBlock; /**< Pointer to current block of nodes */
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union gl_dlist_node *CurrentListPtr; /**< Head of list being compiled */
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union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
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GLuint CurrentPos; /**< Index into current block of nodes */
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GLvertexformat ListVtxfmt;
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@@ -166,7 +166,7 @@ void vbo_loopback_vertex_list( GLcontext *ctx,
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void vbo_save_EndList( GLcontext *ctx );
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void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
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void vbo_save_EndCallList( GLcontext *ctx );
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void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *list );
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void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *list );
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void vbo_save_SaveFlushVertices( GLcontext *ctx );
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GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode );
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@@ -293,7 +293,7 @@ static void _save_compile_vertex_list( GLcontext *ctx )
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node->count == 0);
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if (save->dangling_attr_ref)
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ctx->ListState.CurrentList->flags |= MESA_DLIST_DANGLING_REFS;
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ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
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save->vertex_store->used += save->vertex_size * node->count;
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save->prim_store->used += node->prim_count;
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@@ -1076,10 +1076,10 @@ void vbo_save_EndList( GLcontext *ctx )
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assert(save->vertex_size == 0);
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}
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void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *dlist )
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void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *dlist )
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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save->replay_flags |= dlist->flags;
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save->replay_flags |= dlist->Flags;
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}
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void vbo_save_EndCallList( GLcontext *ctx )
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