Add support for GL_APPLE_vertex_array_object.  Several test programs
and demos are also added.

Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
new file mode 100644
index 0000000..86f2e16
--- /dev/null
+++ b/src/mesa/main/arrayobj.c
@@ -0,0 +1,426 @@
+/*
+ * Mesa 3-D graphics library
+ * Version:  6.5
+ *
+ * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
+ * (C) Copyright IBM Corporation 2006
+ *
+ * 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 OR IBM 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 arrayobj.c
+ * Functions for the GL_APPLE_vertex_array_object extension.
+ *
+ * \todo
+ * The code in this file borrows a lot from bufferobj.c.  There's a certain
+ * amount of cruft left over from that origin that may be unnecessary.
+ *
+ * \author Ian Romanick <idr@us.ibm.com>
+ * \author Brian Paul
+ */
+
+
+#include "glheader.h"
+#include "hash.h"
+#include "imports.h"
+#include "context.h"
+#if FEATURE_ARB_vertex_buffer_object
+#include "bufferobj.h"
+#endif
+#include "arrayobj.h"
+#include "dispatch.h"
+
+
+/**
+ * Look up the array object for the given ID.
+ * 
+ * \returns
+ * Either a pointer to the array object with the specified ID or \c NULL for
+ * a non-existent ID.  The spec defines ID 0 as being technically
+ * non-existent.
+ */
+
+static INLINE struct gl_array_object *
+lookup_arrayobj(GLcontext *ctx, GLuint id)
+{
+   return (id == 0) 
+     ? NULL 
+     : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
+						   id);
+}
+
+
+/**
+ * Allocate and initialize a new array object.
+ * 
+ * This function is intended to be called via
+ * \c dd_function_table::NewArrayObject.
+ */
+struct gl_array_object *
+_mesa_new_array_object( GLcontext *ctx, GLuint name )
+{
+   struct gl_array_object *obj;
+
+   (void) ctx;
+
+   obj = MALLOC_STRUCT(gl_array_object);
+   _mesa_initialize_array_object(ctx, obj, name);
+   return obj;
+}
+
+
+/**
+ * Delete an array object.
+ * 
+ * This function is intended to be called via
+ * \c dd_function_table::DeleteArrayObject.
+ */
+void
+_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
+{
+   (void) ctx;
+
+   _mesa_free(obj);
+}
+
+
+void
+_mesa_initialize_array_object( GLcontext *ctx,
+			       struct gl_array_object *obj,
+			       GLuint name )
+{
+   GLuint i;
+
+
+   obj->Name = name;
+
+   /* Vertex arrays */
+   obj->Vertex.Size = 4;
+   obj->Vertex.Type = GL_FLOAT;
+   obj->Vertex.Stride = 0;
+   obj->Vertex.StrideB = 0;
+   obj->Vertex.Ptr = NULL;
+   obj->Vertex.Enabled = GL_FALSE;
+   obj->Vertex.Flags = CA_CLIENT_DATA;
+   obj->Normal.Type = GL_FLOAT;
+   obj->Normal.Stride = 0;
+   obj->Normal.StrideB = 0;
+   obj->Normal.Ptr = NULL;
+   obj->Normal.Enabled = GL_FALSE;
+   obj->Normal.Flags = CA_CLIENT_DATA;
+   obj->Color.Size = 4;
+   obj->Color.Type = GL_FLOAT;
+   obj->Color.Stride = 0;
+   obj->Color.StrideB = 0;
+   obj->Color.Ptr = NULL;
+   obj->Color.Enabled = GL_FALSE;
+   obj->Color.Flags = CA_CLIENT_DATA;
+   obj->SecondaryColor.Size = 4;
+   obj->SecondaryColor.Type = GL_FLOAT;
+   obj->SecondaryColor.Stride = 0;
+   obj->SecondaryColor.StrideB = 0;
+   obj->SecondaryColor.Ptr = NULL;
+   obj->SecondaryColor.Enabled = GL_FALSE;
+   obj->SecondaryColor.Flags = CA_CLIENT_DATA;
+   obj->FogCoord.Size = 1;
+   obj->FogCoord.Type = GL_FLOAT;
+   obj->FogCoord.Stride = 0;
+   obj->FogCoord.StrideB = 0;
+   obj->FogCoord.Ptr = NULL;
+   obj->FogCoord.Enabled = GL_FALSE;
+   obj->FogCoord.Flags = CA_CLIENT_DATA;
+   obj->Index.Type = GL_FLOAT;
+   obj->Index.Stride = 0;
+   obj->Index.StrideB = 0;
+   obj->Index.Ptr = NULL;
+   obj->Index.Enabled = GL_FALSE;
+   obj->Index.Flags = CA_CLIENT_DATA;
+   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+      obj->TexCoord[i].Size = 4;
+      obj->TexCoord[i].Type = GL_FLOAT;
+      obj->TexCoord[i].Stride = 0;
+      obj->TexCoord[i].StrideB = 0;
+      obj->TexCoord[i].Ptr = NULL;
+      obj->TexCoord[i].Enabled = GL_FALSE;
+      obj->TexCoord[i].Flags = CA_CLIENT_DATA;
+   }
+   obj->EdgeFlag.Stride = 0;
+   obj->EdgeFlag.StrideB = 0;
+   obj->EdgeFlag.Ptr = NULL;
+   obj->EdgeFlag.Enabled = GL_FALSE;
+   obj->EdgeFlag.Flags = CA_CLIENT_DATA;
+   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+      obj->VertexAttrib[i].Size = 4;
+      obj->VertexAttrib[i].Type = GL_FLOAT;
+      obj->VertexAttrib[i].Stride = 0;
+      obj->VertexAttrib[i].StrideB = 0;
+      obj->VertexAttrib[i].Ptr = NULL;
+      obj->VertexAttrib[i].Enabled = GL_FALSE;
+      obj->VertexAttrib[i].Normalized = GL_FALSE;
+      obj->VertexAttrib[i].Flags = CA_CLIENT_DATA;
+   }
+
+
+#if FEATURE_ARB_vertex_buffer_object
+   /* Vertex array buffers */
+   obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
+   obj->Normal.BufferObj = ctx->Array.NullBufferObj;
+   obj->Color.BufferObj = ctx->Array.NullBufferObj;
+   obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
+   obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
+   obj->Index.BufferObj = ctx->Array.NullBufferObj;
+   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+      obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
+   }
+   obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
+   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+      obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
+   }
+#endif
+}
+
+
+/**
+ * Add the given array object to the array object pool.
+ */
+void
+_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
+{
+   if (obj->Name > 0) {
+      /* insert into hash table */
+      _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
+   }
+}
+
+
+/**
+ * Remove the given array object from the array object pool.
+ * Do not deallocate the array object though.
+ */
+void
+_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
+{
+   if (obj->Name > 0) {
+      /* remove from hash table */
+      _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
+   }
+}
+
+
+/**********************************************************************/
+/* API Functions                                                      */
+/**********************************************************************/
+
+/**
+ * Bind a new array.
+ *
+ * \todo
+ * The binding could be done more efficiently by comparing the non-NULL
+ * pointers in the old and new objects.  The only arrays that are "dirty" are
+ * the ones that are non-NULL in either object.
+ */
+void GLAPIENTRY
+_mesa_BindVertexArrayAPPLE( GLuint id )
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
+   struct gl_array_object *newObj = NULL;
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+
+   ASSERT(oldObj != NULL);
+
+   if ( oldObj->Name == id )
+      return;   /* rebinding the same array object- no change */
+
+   /*
+    * Get pointer to new array object (newBufObj)
+    */
+   if (id == 0) {
+      /* The spec says there is no array object named 0, but we use
+       * one internally because it simplifies things.
+       */
+      newObj = ctx->Array.DefaultArrayObj;
+   }
+   else {
+      /* non-default array object */
+      newObj = lookup_arrayobj(ctx, id);
+      if (!newObj) {
+         /* If this is a new array object id, allocate an array object now.
+	  */
+
+	 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
+         if (!newObj) {
+            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
+            return;
+         }
+         _mesa_save_array_object(ctx, newObj);
+      }
+   }
+
+
+   ctx->NewState |= _NEW_ARRAY;
+   ctx->Array.NewState |= _NEW_ARRAY_ALL;
+   ctx->Array.ArrayObj = newObj;
+
+
+   /* Pass BindVertexArray call to device driver */
+   if (ctx->Driver.BindArrayObject && newObj)
+      (*ctx->Driver.BindArrayObject)( ctx, newObj );
+}
+
+
+/**
+ * Delete a set of array objects.
+ * 
+ * \param n      Number of array objects to delete.
+ * \param ids    Array of \c n array object IDs.
+ */
+void GLAPIENTRY
+_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLsizei i;
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+   if (n < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
+      return;
+   }
+
+   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+
+   for (i = 0; i < n; i++) {
+      struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
+
+      if ( obj != NULL ) {
+	 ASSERT( obj->Name == ids[i] );
+
+
+	 /* If the array object is currently bound, the spec says "the binding
+	  * for that object reverts to zero and the default vertex array
+	  * becomes current."
+	  */
+	 if ( obj == ctx->Array.ArrayObj ) {
+	    CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
+	 }
+
+#if FEATURE_ARB_vertex_buffer_object
+	 /* Unbind any buffer objects that might be bound to arrays in
+	  * this array object.
+	  */
+	 _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
+	 _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
+	 _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
+	 _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
+	 _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
+	 _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
+	 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+	    _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
+	 }
+	 _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
+	 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+	    _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
+	 }
+#endif
+
+	 /* The ID is immediately freed for re-use */
+	 _mesa_remove_array_object(ctx, obj);
+	 ctx->Driver.DeleteArrayObject(ctx, obj);
+      }
+   }
+
+   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+}
+
+
+/**
+ * Generate a set of unique array object IDs and store them in \c buffer.
+ * 
+ * \param n       Number of IDs to generate.
+ * \param buffer  Array of \c n locations to store the IDs.
+ */
+void GLAPIENTRY
+_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *buffer)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLuint first;
+   GLint i;
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+   if (n < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
+      return;
+   }
+
+   if (!buffer) {
+      return;
+   }
+
+   /*
+    * This must be atomic (generation and allocation of array object IDs)
+    */
+   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+
+   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
+
+   /* Allocate new, empty array objects and return identifiers */
+   for (i = 0; i < n; i++) {
+      struct gl_array_object *obj;
+      GLuint name = first + i;
+
+      obj = (*ctx->Driver.NewArrayObject)( ctx, name );
+      if (!obj) {
+         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
+         return;
+      }
+      _mesa_save_array_object(ctx, obj);
+      buffer[i] = first + i;
+   }
+
+   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+}
+
+
+/**
+ * Determine if ID is the name of an array object.
+ * 
+ * \param id  ID of the potential array object.
+ * \return  \c GL_TRUE if \c id is the name of a array object, 
+ *          \c GL_FALSE otherwise.
+ */
+GLboolean GLAPIENTRY
+_mesa_IsVertexArrayAPPLE( GLuint id )
+{
+   struct gl_array_object * obj;
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+
+   if (id == 0)
+      return GL_FALSE;
+
+   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+   obj = lookup_arrayobj(ctx, id);
+   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+   return (obj != NULL) ? GL_TRUE : GL_FALSE;
+}