Moved from src/mesa/main
diff --git a/src/mesa/shader/program.c b/src/mesa/shader/program.c
new file mode 100644
index 0000000..6c1e362
--- /dev/null
+++ b/src/mesa/shader/program.c
@@ -0,0 +1,1271 @@
+/*
+ * Mesa 3-D graphics library
+ * Version:  6.0
+ *
+ * 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.
+ */
+
+/**
+ * \file program.c
+ * Vertex and fragment program support functions.
+ * \author Brian Paul
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "hash.h"
+#include "imports.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "program.h"
+#include "nvfragparse.h"
+#include "nvfragprog.h"
+#include "nvvertparse.h"
+
+
+/**********************************************************************/
+/* Utility functions                                                  */
+/**********************************************************************/
+
+
+/**
+ * Init context's program state
+ */
+void
+_mesa_init_program(GLcontext *ctx)
+{
+   GLuint i;
+
+   ctx->Program.ErrorPos = -1;
+   ctx->Program.ErrorString = _mesa_strdup("");
+
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+   ctx->VertexProgram.Enabled = GL_FALSE;
+   ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
+   ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
+   ctx->VertexProgram.Current = NULL;
+   ctx->VertexProgram.Current = (struct vertex_program *) ctx->Shared->DefaultVertexProgram;
+   assert(ctx->VertexProgram.Current);
+   ctx->VertexProgram.Current->Base.RefCount++;
+   for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
+      ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
+      ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
+   }
+#endif
+
+#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
+   ctx->FragmentProgram.Enabled = GL_FALSE;
+   ctx->FragmentProgram.Current = (struct fragment_program *) ctx->Shared->DefaultFragmentProgram;
+   assert(ctx->FragmentProgram.Current);
+   ctx->FragmentProgram.Current->Base.RefCount++;
+#endif
+}
+
+
+/**
+ * Set the vertex/fragment program error state (position and error string).
+ * This is generally called from within the parsers.
+ */
+void
+_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string)
+{
+   ctx->Program.ErrorPos = pos;
+   _mesa_free((void *) ctx->Program.ErrorString);
+   if (!string)
+      string = "";
+   ctx->Program.ErrorString = _mesa_strdup(string);
+}
+
+
+/**
+ * Find the line number and column for 'pos' within 'string'.
+ * Return a copy of the line which contains 'pos'.  Free the line with
+ * _mesa_free().
+ * \param string  the program string
+ * \param pos     the position within the string
+ * \param line    returns the line number corresponding to 'pos'.
+ * \param col     returns the column number corresponding to 'pos'.
+ * \return copy of the line containing 'pos'.
+ */
+const GLubyte *
+_mesa_find_line_column(const GLubyte *string, const GLubyte *pos,
+                       GLint *line, GLint *col)
+{
+   const GLubyte *lineStart = string;
+   const GLubyte *p = string;
+   GLubyte *s;
+   int len;
+
+   *line = 1;
+
+   while (p != pos) {
+      if (*p == (GLubyte) '\n') {
+         (*line)++;
+         lineStart = p + 1;
+      }
+      p++;
+   }
+
+   *col = (pos - lineStart) + 1;
+
+   /* return copy of this line */
+   while (*p != 0 && *p != '\n')
+      p++;
+   len = p - lineStart;
+   s = (GLubyte *) _mesa_malloc(len + 1);
+   _mesa_memcpy(s, lineStart, len);
+   s[len] = 0;
+
+   return s;
+}
+
+
+static struct program * _mesa_init_program_struct( GLcontext *ctx, 
+						   struct program *prog,
+						   GLenum target, GLuint id)
+{
+   if (prog) {
+      prog->Id = id;
+      prog->Target = target;
+      prog->Resident = GL_TRUE;
+      prog->RefCount = 1;
+   }
+
+   return prog;
+}
+
+struct program * _mesa_init_fragment_program( GLcontext *ctx, 
+					      struct fragment_program *prog,
+					      GLenum target, GLuint id)
+{
+   if (prog) 
+      return _mesa_init_program_struct( ctx, &prog->Base, target, id );
+   else
+      return NULL;
+}
+
+struct program * _mesa_init_vertex_program( GLcontext *ctx, 
+					    struct vertex_program *prog,
+					    GLenum target, GLuint id)
+{
+   if (prog) 
+      return _mesa_init_program_struct( ctx, &prog->Base, target, id );
+   else
+      return NULL;
+}
+
+
+/**
+ * Allocate and initialize a new fragment/vertex program object but
+ * don't put it into the program hash table.  Called via
+ * ctx->Driver.NewProgram.  May be overridden (ie. replaced) by a
+ * device driver function to implement OO deriviation with additional
+ * types not understood by this function.
+ * 
+ * \param ctx  context
+ * \param id   program id/number
+ * \param target  program target/type
+ * \return  pointer to new program object
+ */
+struct program *
+_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id)
+{
+   switch (target) {
+   case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
+      return _mesa_init_vertex_program( ctx, CALLOC_STRUCT(vertex_program),
+					target, id );
+
+   case GL_FRAGMENT_PROGRAM_NV:
+   case GL_FRAGMENT_PROGRAM_ARB:
+      return _mesa_init_fragment_program( ctx, CALLOC_STRUCT(fragment_program),
+					  target, id );
+
+   default:
+      _mesa_problem(ctx, "bad target in _mesa_new_program");
+      return NULL;
+   }
+}
+
+
+/**
+ * Delete a program and remove it from the hash table, ignoring the
+ * reference count.
+ * Called via ctx->Driver.DeleteProgram.  May be wrapped (OO deriviation)
+ * by a device driver function.
+ */
+void
+_mesa_delete_program(GLcontext *ctx, struct program *prog)
+{
+   ASSERT(prog);
+
+   if (prog->String)
+      _mesa_free(prog->String);
+   if (prog->Target == GL_VERTEX_PROGRAM_NV ||
+       prog->Target == GL_VERTEX_STATE_PROGRAM_NV) {
+      struct vertex_program *vprog = (struct vertex_program *) prog;
+      if (vprog->Instructions)
+         _mesa_free(vprog->Instructions);
+   }
+   else if (prog->Target == GL_FRAGMENT_PROGRAM_NV ||
+            prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+      struct fragment_program *fprog = (struct fragment_program *) prog;
+      if (fprog->Instructions)
+         _mesa_free(fprog->Instructions);
+      if (fprog->Parameters) {
+         _mesa_free_parameter_list(fprog->Parameters);
+      }
+   }
+   _mesa_free(prog);
+}
+
+
+
+/**********************************************************************/
+/* Program parameter functions                                        */
+/**********************************************************************/
+
+struct program_parameter_list *
+_mesa_new_parameter_list(void)
+{
+   return (struct program_parameter_list *)
+      _mesa_calloc(sizeof(struct program_parameter_list));
+}
+
+
+/**
+ * Free a parameter list and all its parameters
+ */
+void
+_mesa_free_parameter_list(struct program_parameter_list *paramList)
+{
+   _mesa_free_parameters(paramList);
+   _mesa_free(paramList);
+}
+
+
+/**
+ * Free all the parameters in the given list, but don't free the
+ * paramList structure itself.
+ */
+void
+_mesa_free_parameters(struct program_parameter_list *paramList)
+{
+   GLuint i;
+   for (i = 0; i < paramList->NumParameters; i++) {
+      _mesa_free((void *) paramList->Parameters[i].Name);
+   }
+   _mesa_free(paramList->Parameters);
+   paramList->NumParameters = 0;
+   paramList->Parameters = NULL;
+}
+
+
+/**
+ * Helper function used by the functions below.
+ */
+static GLint
+add_parameter(struct program_parameter_list *paramList,
+              const char *name, const GLfloat values[4],
+              enum parameter_type type)
+{
+   const GLuint n = paramList->NumParameters;
+
+   paramList->Parameters = (struct program_parameter *)
+      _mesa_realloc(paramList->Parameters,
+                    n * sizeof(struct program_parameter),
+                    (n + 1) * sizeof(struct program_parameter));
+   if (!paramList->Parameters) {
+      /* out of memory */
+      paramList->NumParameters = 0;
+      return -1;
+   }
+   else {
+      paramList->NumParameters = n + 1;
+      paramList->Parameters[n].Name = _mesa_strdup(name);
+      paramList->Parameters[n].Type = type;
+      if (values)
+         COPY_4V(paramList->Parameters[n].Values, values);
+      return (GLint) n;
+   }
+}
+
+
+/**
+ * Add a new named program parameter (Ex: NV_fragment_program DEFINE statement)
+ * \return index of the new entry in the parameter list
+ */
+GLint
+_mesa_add_named_parameter(struct program_parameter_list *paramList,
+                          const char *name, const GLfloat values[4])
+{
+   return add_parameter(paramList, name, values, NAMED_PARAMETER);
+}
+
+
+/**
+ * Add a new unnamed constant to the parameter list.
+ * \param paramList - the parameter list
+ * \param values - four float values
+ * \return index of the new parameter.
+ */
+GLint
+_mesa_add_named_constant(struct program_parameter_list *paramList,
+                         const char *name, const GLfloat values[4])
+{
+   return add_parameter(paramList, name, values, CONSTANT);
+}
+
+
+/**
+ * Add a new unnamed constant to the parameter list.
+ * \param paramList - the parameter list
+ * \param values - four float values
+ * \return index of the new parameter.
+ */
+GLint
+_mesa_add_unnamed_constant(struct program_parameter_list *paramList,
+                           const GLfloat values[4])
+{
+   /* generate a new dummy name */
+   static GLuint n = 0;
+   char name[20];
+   _mesa_sprintf(name, "constant%d", n);
+   n++;
+   /* store it */
+   return add_parameter(paramList, name, values, CONSTANT);
+}
+
+
+/**
+ * Add a new state reference to the parameter list.
+ * \param paramList - the parameter list
+ * \param state     - an array of 6 state tokens
+ *
+ * \return index of the new parameter.
+ */
+GLint
+_mesa_add_state_reference(struct program_parameter_list *paramList,
+                          GLint *stateTokens)
+{
+   /* XXX Should we parse <stateString> here and produce the parameter's
+    * list of STATE_* tokens here, or in the parser?
+    */
+   GLint a, idx;
+
+   idx = add_parameter(paramList, "Some State", NULL, STATE);
+	
+   for (a=0; a<6; a++)
+      paramList->Parameters[idx].StateIndexes[a] = (enum state_index) stateTokens[a];
+
+   return idx;
+}
+
+
+/**
+ * Lookup a parameter value by name in the given parameter list.
+ * \return pointer to the float[4] values.
+ */
+GLfloat *
+_mesa_lookup_parameter_value(struct program_parameter_list *paramList,
+                             GLsizei nameLen, const char *name)
+{
+   GLuint i;
+
+   if (!paramList)
+      return NULL;
+
+   if (nameLen == -1) {
+      /* name is null-terminated */
+      for (i = 0; i < paramList->NumParameters; i++) {
+         if (_mesa_strcmp(paramList->Parameters[i].Name, name) == 0)
+            return paramList->Parameters[i].Values;
+      }
+   }
+   else {
+      /* name is not null-terminated, use nameLen */
+      for (i = 0; i < paramList->NumParameters; i++) {
+         if (_mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0
+             && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen)
+            return paramList->Parameters[i].Values;
+      }
+   }
+   return NULL;
+}
+
+
+/**
+ * Lookup a parameter index by name in the given parameter list.
+ * \return index of parameter in the list.
+ */
+GLint
+_mesa_lookup_parameter_index(struct program_parameter_list *paramList,
+                             GLsizei nameLen, const char *name)
+{
+   GLint i;
+
+   if (!paramList)
+      return -1;
+
+   if (nameLen == -1) {
+      /* name is null-terminated */
+      for (i = 0; i < (GLint) paramList->NumParameters; i++) {
+         if (_mesa_strcmp(paramList->Parameters[i].Name, name) == 0)
+            return i;
+      }
+   }
+   else {
+      /* name is not null-terminated, use nameLen */
+      for (i = 0; i < (GLint) paramList->NumParameters; i++) {
+         if (_mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0
+             && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen)
+            return i;
+      }
+   }
+   return -1;
+}
+
+
+/**
+ * Use the list of tokens in the state[] array to find global GL state
+ * and return it in <value>.  Usually, four values are returned in <value>
+ * but matrix queries may return as many as 16 values.
+ * This function is used for ARB vertex/fragment programs.
+ * The program parser will produce the state[] values.
+ */
+static void
+_mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
+                  GLfloat *value)
+{
+   switch (state[0]) {
+   case STATE_MATERIAL:
+      {
+         /* state[1] is either 0=front or 1=back side */
+         const GLuint face = (GLuint) state[1];
+         /* state[2] is the material attribute */
+         switch (state[2]) {
+         case STATE_AMBIENT:
+            if (face == 0)
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
+            else
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT]);
+            return;
+         case STATE_DIFFUSE:
+            if (face == 0)
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE]);
+            else
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE]);
+            return;
+         case STATE_SPECULAR:
+            if (face == 0)
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR]);
+            else
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SPECULAR]);
+            return;
+         case STATE_EMISSION:
+            if (face == 0)
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
+            else
+               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION]);
+            return;
+         case STATE_SHININESS:
+            if (face == 0)
+               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
+            else
+               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
+            value[1] = 0.0F;
+            value[2] = 0.0F;
+            value[3] = 1.0F;
+            return;
+         default:
+            _mesa_problem(ctx, "Invalid material state in fetch_state");
+            return;
+         }
+      };
+      return;
+   case STATE_LIGHT:
+      {
+         /* state[1] is the light number */
+         const GLuint ln = (GLuint) state[1];
+         /* state[2] is the light attribute */
+         switch (state[2]) {
+         case STATE_AMBIENT:
+            COPY_4V(value, ctx->Light.Light[ln].Ambient);
+            return;
+         case STATE_DIFFUSE:
+            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
+            return;
+         case STATE_SPECULAR:
+            COPY_4V(value, ctx->Light.Light[ln].Specular);
+            return;
+         case STATE_POSITION:
+            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
+            return;
+         case STATE_ATTENUATION:
+            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
+            value[1] = ctx->Light.Light[ln].LinearAttenuation;
+            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
+            value[3] = ctx->Light.Light[ln].SpotExponent;
+            return;
+         case STATE_SPOT_DIRECTION:
+            COPY_4V(value, ctx->Light.Light[ln].EyeDirection);
+            return;
+         case STATE_HALF:
+            {
+               GLfloat eye_z[] = {0, 0, 1};
+					
+               /* Compute infinite half angle vector:
+                *   half-vector = light_position + (0, 0, 1) 
+                * and then normalize.  w = 0
+					 *
+					 * light.EyePosition.w should be 0 for infinite lights.
+                */
+					ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
+					NORMALIZE_3FV(value);
+					value[3] = 0;
+            }						  
+            return;
+         default:
+            _mesa_problem(ctx, "Invalid light state in fetch_state");
+            return;
+         }
+      }
+      return;
+   case STATE_LIGHTMODEL_AMBIENT:
+      COPY_4V(value, ctx->Light.Model.Ambient);
+      return;
+   case STATE_LIGHTMODEL_SCENECOLOR:
+      if (state[1] == 0) {
+         /* front */
+         GLint i;
+         for (i = 0; i < 4; i++) {
+            value[i] = ctx->Light.Model.Ambient[i]
+               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
+               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
+         }
+      }
+      else {
+         /* back */
+         GLint i;
+         for (i = 0; i < 4; i++) {
+            value[i] = ctx->Light.Model.Ambient[i]
+               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
+               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
+         }
+      }
+      return;
+   case STATE_LIGHTPROD:
+      {
+         const GLuint ln = (GLuint) state[1];
+         const GLuint face = (GLuint) state[2];
+         GLint i;
+         ASSERT(face == 0 || face == 1);
+         switch (state[3]) {
+            case STATE_AMBIENT:
+               for (i = 0; i < 3; i++) {
+                  value[i] = ctx->Light.Light[ln].Ambient[i] *
+                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
+               }
+               /* [3] = material alpha */
+               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+               return;
+            case STATE_DIFFUSE:
+               for (i = 0; i < 3; i++) {
+                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
+                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
+               }
+               /* [3] = material alpha */
+               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+               return;
+            case STATE_SPECULAR:
+               for (i = 0; i < 3; i++) {
+                  value[i] = ctx->Light.Light[ln].Specular[i] *
+                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
+               }
+               /* [3] = material alpha */
+               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+               return;
+            default:
+               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
+               return;
+         }
+      }
+      return;
+   case STATE_TEXGEN:
+      {
+         /* state[1] is the texture unit */
+         const GLuint unit = (GLuint) state[1];
+         /* state[2] is the texgen attribute */
+         switch (state[2]) {
+         case STATE_TEXGEN_EYE_S:
+            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
+            return;
+         case STATE_TEXGEN_EYE_T:
+            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
+            return;
+         case STATE_TEXGEN_EYE_R:
+            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
+            return;
+         case STATE_TEXGEN_EYE_Q:
+            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
+            return;
+         case STATE_TEXGEN_OBJECT_S:
+            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
+            return;
+         case STATE_TEXGEN_OBJECT_T:
+            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
+            return;
+         case STATE_TEXGEN_OBJECT_R:
+            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
+            return;
+         case STATE_TEXGEN_OBJECT_Q:
+            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
+            return;
+         default:
+            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
+            return;
+         }
+      }
+      return;
+   case STATE_TEXENV_COLOR:
+      {		
+         /* state[1] is the texture unit */
+         const GLuint unit = (GLuint) state[1];
+         COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
+      }			
+      return;
+   case STATE_FOG_COLOR:
+      COPY_4V(value, ctx->Fog.Color);
+      return;
+   case STATE_FOG_PARAMS:
+      value[0] = ctx->Fog.Density;
+      value[1] = ctx->Fog.Start;
+      value[2] = ctx->Fog.End;
+      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+      return;
+   case STATE_CLIPPLANE:
+      {
+         const GLuint plane = (GLuint) state[1];
+         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
+      }
+      return;
+   case STATE_POINT_SIZE:
+      value[0] = ctx->Point.Size;
+      value[1] = ctx->Point.MinSize;
+      value[2] = ctx->Point.MaxSize;
+      value[3] = ctx->Point.Threshold;
+      return;
+   case STATE_POINT_ATTENUATION:
+      value[0] = ctx->Point.Params[0];
+      value[1] = ctx->Point.Params[1];
+      value[2] = ctx->Point.Params[2];
+      value[3] = 1.0F;
+      return;
+   case STATE_MATRIX:
+      {
+         /* state[1] = modelview, projection, texture, etc. */
+         /* state[2] = which texture matrix or program matrix */
+         /* state[3] = first column to fetch */
+         /* state[4] = last column to fetch */
+         /* state[5] = transpose, inverse or invtrans */
+
+         const GLmatrix *matrix;
+         const enum state_index mat = state[1];
+         const GLuint index = (GLuint) state[2];
+         const GLuint first = (GLuint) state[3];
+         const GLuint last = (GLuint) state[4];
+         const enum state_index modifier = state[5];
+         const GLfloat *m;
+         GLuint row, i;
+         if (mat == STATE_MODELVIEW) {
+            matrix = ctx->ModelviewMatrixStack.Top;
+         }
+         else if (mat == STATE_PROJECTION) {
+            matrix = ctx->ProjectionMatrixStack.Top;
+         }
+         else if (mat == STATE_MVP) {
+            matrix = &ctx->_ModelProjectMatrix;
+         }
+         else if (mat == STATE_TEXTURE) {
+            matrix = ctx->TextureMatrixStack[index].Top;
+         }
+         else if (mat == STATE_PROGRAM) {
+            matrix = ctx->ProgramMatrixStack[index].Top;
+         }
+         else {
+            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
+            return;
+         }
+         if (modifier == STATE_MATRIX_INVERSE ||
+             modifier == STATE_MATRIX_INVTRANS) {
+            /* XXX be sure inverse is up to date */
+            m = matrix->inv;
+         }
+         else {
+            m = matrix->m;
+         }
+         if (modifier == STATE_MATRIX_TRANSPOSE ||
+             modifier == STATE_MATRIX_INVTRANS) {
+            for (i = 0, row = first; row <= last; row++) {
+               value[i++] = m[row * 4 + 0];
+               value[i++] = m[row * 4 + 1];
+               value[i++] = m[row * 4 + 2];
+               value[i++] = m[row * 4 + 3];
+            }
+         }
+         else {
+            for (i = 0, row = first; row <= last; row++) {
+               value[i++] = m[row + 0];
+               value[i++] = m[row + 4];
+               value[i++] = m[row + 8];
+               value[i++] = m[row + 12];
+            }
+         }
+      }
+      return;
+   case STATE_DEPTH_RANGE:
+      value[0] = ctx->Viewport.Near;                     /* near       */		
+      value[1] = ctx->Viewport.Far;                      /* far        */		
+      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */		
+      value[3] = 0;		
+      return;
+   case STATE_FRAGMENT_PROGRAM:
+      {
+         /* state[1] = {STATE_ENV, STATE_LOCAL} */
+         /* state[2] = parameter index          */
+         int idx = state[2];				  
+
+         switch (state[1]) {
+            case STATE_ENV:
+               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);						  
+               break;
+
+            case STATE_LOCAL:
+               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
+               break;				
+            default:
+               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
+               return;
+         }				  
+      }			
+      return;
+		
+   case STATE_VERTEX_PROGRAM:
+      {		
+         /* state[1] = {STATE_ENV, STATE_LOCAL} */
+         /* state[2] = parameter index          */
+         int idx = state[2];				  
+			
+         switch (state[1]) {
+            case STATE_ENV:
+               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);						  
+               break;
+
+            case STATE_LOCAL:
+               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
+               break;				
+            default:
+               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
+               return;
+         }				  
+      }			
+      return;
+   default:
+      _mesa_problem(ctx, "Invalid state in fetch_state");
+      return;
+   }
+}
+
+
+/**
+ * Loop over all the parameters in a parameter list.  If the parameter
+ * is a GL state reference, look up the current value of that state
+ * variable and put it into the parameter's Value[4] array.
+ * This would be called at glBegin time when using a fragment program.
+ */
+void
+_mesa_load_state_parameters(GLcontext *ctx,
+                            struct program_parameter_list *paramList)
+{
+   GLuint i;
+
+   if (!paramList)
+      return;
+
+   for (i = 0; i < paramList->NumParameters; i++) {
+      if (paramList->Parameters[i].Type == STATE) {
+         _mesa_fetch_state(ctx, paramList->Parameters[i].StateIndexes,
+                           paramList->Parameters[i].Values);
+      }
+   }
+}
+
+
+
+/**********************************************************************/
+/* API functions                                                      */
+/**********************************************************************/
+
+
+/**
+ * Bind a program (make it current)
+ * \note Called from the GL API dispatcher by both glBindProgramNV
+ * and glBindProgramARB.
+ */
+void GLAPIENTRY
+_mesa_BindProgram(GLenum target, GLuint id)
+{
+   struct program *prog;
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+   if ((target == GL_VERTEX_PROGRAM_NV
+        && ctx->Extensions.NV_vertex_program) ||
+       (target == GL_VERTEX_PROGRAM_ARB
+        && ctx->Extensions.ARB_vertex_program)) {
+      if (ctx->VertexProgram.Current &&
+          ctx->VertexProgram.Current->Base.Id == id)
+         return;
+      /* decrement refcount on previously bound vertex program */
+      if (ctx->VertexProgram.Current) {
+         ctx->VertexProgram.Current->Base.RefCount--;
+         /* and delete if refcount goes below one */
+         if (ctx->VertexProgram.Current->Base.RefCount <= 0) {
+            ctx->Driver.DeleteProgram(ctx, &(ctx->VertexProgram.Current->Base));
+            _mesa_HashRemove(ctx->Shared->Programs, id);
+         }
+      }
+   }
+   else if ((target == GL_FRAGMENT_PROGRAM_NV
+             && ctx->Extensions.NV_fragment_program) ||
+            (target == GL_FRAGMENT_PROGRAM_ARB
+             && ctx->Extensions.ARB_fragment_program)) {
+      if (ctx->FragmentProgram.Current &&
+          ctx->FragmentProgram.Current->Base.Id == id)
+         return;
+      /* decrement refcount on previously bound fragment program */
+      if (ctx->FragmentProgram.Current) {
+         ctx->FragmentProgram.Current->Base.RefCount--;
+         /* and delete if refcount goes below one */
+         if (ctx->FragmentProgram.Current->Base.RefCount <= 0) {
+            ctx->Driver.DeleteProgram(ctx, &(ctx->FragmentProgram.Current->Base));
+            _mesa_HashRemove(ctx->Shared->Programs, id);
+         }
+      }
+   }
+   else {
+      _mesa_error(ctx, GL_INVALID_ENUM, "glBindProgramNV/ARB(target)");
+      return;
+   }
+
+   /* NOTE: binding to a non-existant program is not an error.
+    * That's supposed to be caught in glBegin.
+    */
+   if (id == 0) {
+      /* default program */
+      prog = NULL;
+      if (target == GL_VERTEX_PROGRAM_NV || target == GL_VERTEX_PROGRAM_ARB)
+         prog = ctx->Shared->DefaultVertexProgram;
+      else
+         prog = ctx->Shared->DefaultFragmentProgram;
+   }
+   else {
+      prog = (struct program *) _mesa_HashLookup(ctx->Shared->Programs, id);
+      if (prog) {
+         if (prog->Target == 0) {
+            /* prog was allocated with glGenProgramsNV */
+            prog->Target = target;
+         }
+         else if (prog->Target != target) {
+            _mesa_error(ctx, GL_INVALID_OPERATION,
+                        "glBindProgramNV/ARB(target mismatch)");
+            return;
+         }
+      }
+      else {
+         /* allocate a new program now */
+         prog = ctx->Driver.NewProgram(ctx, target, id);
+         if (!prog) {
+            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindProgramNV/ARB");
+            return;
+         }
+         prog->Id = id;
+         prog->Target = target;
+         prog->Resident = GL_TRUE;
+         prog->RefCount = 1;
+         _mesa_HashInsert(ctx->Shared->Programs, id, prog);
+      }
+   }
+
+   /* bind now */
+   if (target == GL_VERTEX_PROGRAM_NV || target == GL_VERTEX_PROGRAM_ARB) {
+      ctx->VertexProgram.Current = (struct vertex_program *) prog;
+   }
+   else if (target == GL_FRAGMENT_PROGRAM_NV || target == GL_FRAGMENT_PROGRAM_ARB) {
+      ctx->FragmentProgram.Current = (struct fragment_program *) prog;
+   }
+
+   if (prog)
+      prog->RefCount++;
+
+   if (ctx->Driver.BindProgram)
+      ctx->Driver.BindProgram(ctx, target, prog);
+}
+
+
+/**
+ * Delete a list of programs.
+ * \note Not compiled into display lists.
+ * \note Called by both glDeleteProgramsNV and glDeleteProgramsARB.
+ */
+void GLAPIENTRY 
+_mesa_DeletePrograms(GLsizei n, const GLuint *ids)
+{
+   GLint i;
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+   if (n < 0) {
+      _mesa_error( ctx, GL_INVALID_VALUE, "glDeleteProgramsNV" );
+      return;
+   }
+
+   for (i = 0; i < n; i++) {
+      if (ids[i] != 0) {
+         struct program *prog = (struct program *)
+            _mesa_HashLookup(ctx->Shared->Programs, ids[i]);
+         if (prog) {
+            if (prog->Target == GL_VERTEX_PROGRAM_NV ||
+                prog->Target == GL_VERTEX_STATE_PROGRAM_NV) {
+               if (ctx->VertexProgram.Current &&
+                   ctx->VertexProgram.Current->Base.Id == ids[i]) {
+                  /* unbind this currently bound program */
+                  _mesa_BindProgram(prog->Target, 0);
+               }
+            }
+            else if (prog->Target == GL_FRAGMENT_PROGRAM_NV ||
+                     prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+               if (ctx->FragmentProgram.Current &&
+                   ctx->FragmentProgram.Current->Base.Id == ids[i]) {
+                  /* unbind this currently bound program */
+                  _mesa_BindProgram(prog->Target, 0);
+               }
+            }
+            else {
+               _mesa_problem(ctx, "bad target in glDeleteProgramsNV");
+               return;
+            }
+            prog->RefCount--;
+            if (prog->RefCount <= 0) {
+               ctx->Driver.DeleteProgram(ctx, prog);
+            }
+         }
+	 else {
+	    /* This is necessary as we can't tell from HashLookup
+	     * whether the entry exists with data == 0, or if it
+	     * doesn't exist at all.  As GenPrograms creates the first
+	     * case below, need to call Remove() to avoid memory leak:
+	     */
+            _mesa_HashRemove(ctx->Shared->Programs, ids[i]);
+	 }
+      }
+   }
+}
+
+
+/**
+ * Generate a list of new program identifiers.
+ * \note Not compiled into display lists.
+ * \note Called by both glGenProgramsNV and glGenProgramsARB.
+ */
+void GLAPIENTRY
+_mesa_GenPrograms(GLsizei n, GLuint *ids)
+{
+   GLuint first;
+   GLuint i;
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+   if (n < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGenPrograms");
+      return;
+   }
+
+   if (!ids)
+      return;
+
+   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->Programs, n);
+
+   for (i = 0; i < (GLuint) n; i++) {
+      _mesa_HashInsert(ctx->Shared->Programs, first + i, 0);
+   }
+
+   /* Return the program names */
+   for (i = 0; i < (GLuint) n; i++) {
+      ids[i] = first + i;
+   }
+}
+
+
+/**
+ * Determine if id names a program.
+ * \note Not compiled into display lists.
+ * \note Called from both glIsProgramNV and glIsProgramARB.
+ * \param id is the program identifier
+ * \return GL_TRUE if id is a program, else GL_FALSE.
+ */
+GLboolean GLAPIENTRY
+_mesa_IsProgram(GLuint id)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+
+   if (id == 0)
+      return GL_FALSE;
+
+   if (_mesa_HashLookup(ctx->Shared->Programs, id))
+      return GL_TRUE;
+   else
+      return GL_FALSE;
+}
+
+
+
+/**********************************************************************/
+/* GL_MESA_program_debug extension                                    */
+/**********************************************************************/
+
+
+/* XXX temporary */
+void
+glProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback,
+                      GLvoid *data)
+{
+   _mesa_ProgramCallbackMESA(target, callback, data);
+}
+
+
+void
+_mesa_ProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback,
+                          GLvoid *data)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   switch (target) {
+      case GL_FRAGMENT_PROGRAM_ARB:
+         if (!ctx->Extensions.ARB_fragment_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+            return;
+         }
+         ctx->FragmentProgram.Callback = callback;
+         ctx->FragmentProgram.CallbackData = data;
+         break;
+      case GL_FRAGMENT_PROGRAM_NV:
+         if (!ctx->Extensions.NV_fragment_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+            return;
+         }
+         ctx->FragmentProgram.Callback = callback;
+         ctx->FragmentProgram.CallbackData = data;
+         break;
+      case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
+         if (!ctx->Extensions.ARB_vertex_program &&
+             !ctx->Extensions.NV_vertex_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+            return;
+         }
+         ctx->VertexProgram.Callback = callback;
+         ctx->VertexProgram.CallbackData = data;
+         break;
+      default:
+         _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+         return;
+   }
+}
+
+
+/* XXX temporary */
+void
+glGetProgramRegisterfvMESA(GLenum target,
+                           GLsizei len, const GLubyte *registerName,
+                           GLfloat *v)
+{
+   _mesa_GetProgramRegisterfvMESA(target, len, registerName, v);
+}
+
+
+void
+_mesa_GetProgramRegisterfvMESA(GLenum target,
+                               GLsizei len, const GLubyte *registerName,
+                               GLfloat *v)
+{
+   char reg[1000];
+   GET_CURRENT_CONTEXT(ctx);
+
+   /* We _should_ be inside glBegin/glEnd */
+#if 0
+   if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramRegisterfvMESA");
+      return;
+   }
+#endif
+
+   /* make null-terminated copy of registerName */
+   len = MIN2((unsigned int) len, sizeof(reg) - 1);
+   _mesa_memcpy(reg, registerName, len);
+   reg[len] = 0;
+
+   switch (target) {
+      case GL_VERTEX_PROGRAM_NV:
+         if (!ctx->Extensions.ARB_vertex_program &&
+             !ctx->Extensions.NV_vertex_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM,
+                        "glGetProgramRegisterfvMESA(target)");
+            return;
+         }
+         if (!ctx->VertexProgram.Enabled) {
+            _mesa_error(ctx, GL_INVALID_OPERATION,
+                        "glGetProgramRegisterfvMESA");
+            return;
+         }
+         /* GL_NV_vertex_program */
+         if (reg[0] == 'R') {
+            /* Temp register */
+            GLint i = _mesa_atoi(reg + 1);
+            if (i >= (GLint)ctx->Const.MaxVertexProgramTemps) {
+               _mesa_error(ctx, GL_INVALID_VALUE,
+                           "glGetProgramRegisterfvMESA(registerName)");
+               return;
+            }
+            COPY_4V(v, ctx->VertexProgram.Temporaries[i]);
+         }
+         else if (reg[0] == 'v' && reg[1] == '[') {
+            /* Vertex Input attribute */
+            GLuint i;
+            for (i = 0; i < ctx->Const.MaxVertexProgramAttribs; i++) {
+               const char *name = _mesa_nv_vertex_input_register_name(i);
+               char number[10];
+               sprintf(number, "%d", i);
+               if (_mesa_strncmp(reg + 2, name, 4) == 0 ||
+                   _mesa_strncmp(reg + 2, number, _mesa_strlen(number)) == 0) {
+                  COPY_4V(v, ctx->VertexProgram.Inputs[i]);
+                  return;
+               }
+            }
+            _mesa_error(ctx, GL_INVALID_VALUE,
+                        "glGetProgramRegisterfvMESA(registerName)");
+            return;
+         }
+         else if (reg[0] == 'o' && reg[1] == '[') {
+            /* Vertex output attribute */
+         }
+         /* GL_ARB_vertex_program */
+         else if (_mesa_strncmp(reg, "vertex.", 7) == 0) {
+
+         }
+         else {
+            _mesa_error(ctx, GL_INVALID_VALUE,
+                        "glGetProgramRegisterfvMESA(registerName)");
+            return;
+         }
+         break;
+      case GL_FRAGMENT_PROGRAM_ARB:
+         if (!ctx->Extensions.ARB_fragment_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM,
+                        "glGetProgramRegisterfvMESA(target)");
+            return;
+         }
+         if (!ctx->FragmentProgram.Enabled) {
+            _mesa_error(ctx, GL_INVALID_OPERATION,
+                        "glGetProgramRegisterfvMESA");
+            return;
+         }
+         /* XXX to do */
+         break;
+      case GL_FRAGMENT_PROGRAM_NV:
+         if (!ctx->Extensions.NV_fragment_program) {
+            _mesa_error(ctx, GL_INVALID_ENUM,
+                        "glGetProgramRegisterfvMESA(target)");
+            return;
+         }
+         if (!ctx->FragmentProgram.Enabled) {
+            _mesa_error(ctx, GL_INVALID_OPERATION,
+                        "glGetProgramRegisterfvMESA");
+            return;
+         }
+         if (reg[0] == 'R') {
+            /* Temp register */
+            GLint i = _mesa_atoi(reg + 1);
+            if (i >= (GLint)ctx->Const.MaxFragmentProgramTemps) {
+               _mesa_error(ctx, GL_INVALID_VALUE,
+                           "glGetProgramRegisterfvMESA(registerName)");
+               return;
+            }
+            COPY_4V(v, ctx->FragmentProgram.Machine.Temporaries[i]);
+         }
+         else if (reg[0] == 'f' && reg[1] == '[') {
+            /* Fragment input attribute */
+            GLuint i;
+            for (i = 0; i < ctx->Const.MaxFragmentProgramAttribs; i++) {
+               const char *name = _mesa_nv_fragment_input_register_name(i);
+               if (_mesa_strncmp(reg + 2, name, 4) == 0) {
+                  COPY_4V(v, ctx->FragmentProgram.Machine.Inputs[i]);
+                  return;
+               }
+            }
+            _mesa_error(ctx, GL_INVALID_VALUE,
+                        "glGetProgramRegisterfvMESA(registerName)");
+            return;
+         }
+         else if (_mesa_strcmp(reg, "o[COLR]") == 0) {
+            /* Fragment output color */
+            COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_COLR]);
+         }
+         else if (_mesa_strcmp(reg, "o[COLH]") == 0) {
+            /* Fragment output color */
+            COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_COLH]);
+         }
+         else if (_mesa_strcmp(reg, "o[DEPR]") == 0) {
+            /* Fragment output depth */
+            COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_DEPR]);
+         }
+         else {
+            /* try user-defined identifiers */
+            const GLfloat *value = _mesa_lookup_parameter_value(
+                       ctx->FragmentProgram.Current->Parameters, -1, reg);
+            if (value) {
+               COPY_4V(v, value);
+            }
+            else {
+               _mesa_error(ctx, GL_INVALID_VALUE,
+                           "glGetProgramRegisterfvMESA(registerName)");
+               return;
+            }
+         }
+         break;
+      default:
+         _mesa_error(ctx, GL_INVALID_ENUM,
+                     "glGetProgramRegisterfvMESA(target)");
+         return;
+   }
+
+}