/*=========================================================================

  Program:   Visualization Toolkit
  Module:    $RCSfile: vtkOpenGLStateCache.h,v $
  Language:  C++
  Date:      $Date: 2001/11/14 21:06:18 $
  Version:   $Revision: 1.3 $
  Thanks:    to John Schalf who developed this class

Copyright (c) 1993-2001 Ken Martin, Will Schroeder, Bill Lorensen 
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

 * Redistributions of source code must retain the above copyright notice,
   this list of conditions and the following disclaimer.

 * Redistributions in binary form must reproduce the above copyright notice,
   this list of conditions and the following disclaimer in the documentation
   and/or other materials provided with the distribution.

 * Neither name of Ken Martin, Will Schroeder, or Bill Lorensen nor the names
   of any contributors may be used to endorse or promote products derived
   from this software without specific prior written permission.

 * Modified source versions must be plainly marked as such, and must not be
   misrepresented as being the original software.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

=========================================================================*/
//*************************************************************************
/*
  GlStateCache_Cache============================================
  This simply checks for redundancies in state-change requests and
  only calls the real OpenGL call if there has in fact been a change.
  This cannot, however, fix problems with the ordering of calls.
*/

#ifndef VTK_IMPLEMENT_MESA_CXX
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#endif

#define vtkOpenGLCall_glEnable vtkOpenGLStateCache::CurrentGLCache->glEnable
#define vtkOpenGLCall_glDisable vtkOpenGLStateCache::CurrentGLCache->glDisable
#define vtkOpenGLCall_glAlphaFunc vtkOpenGLStateCache::CurrentGLCache->glAlphaFunc
#define vtkOpenGLCall_glBlendFunc vtkOpenGLStateCache::CurrentGLCache->glBlendFunc
#define vtkOpenGLCall_glDepthFunc vtkOpenGLStateCache::CurrentGLCache->glDepthFunc
#define vtkOpenGLCall_glTexEnvf vtkOpenGLStateCache::CurrentGLCache->glTexEnvf
#define vtkOpenGLCall_glLightModeli vtkOpenGLStateCache::CurrentGLCache->glLightModeli
#define vtkOpenGLCall_glLightModelfv vtkOpenGLStateCache::CurrentGLCache->glLightMOdelfv
#define vtkOpenGLCall_glLightfv vtkOpenGLStateCache::CurrentGLCache->glLightfv
#define vtkOpenGLCall_glLightf vtkOpenGLStateCache::CurrentGLCache->glLightf
#define vtkOpenGLCall_glLighti vtkOpenGLStateCache::CurrentGLCache->glLighti
#define vtkOpenGLCall_glMaterialfv vtkOpenGLStateCache::CurrentGLCache->glMaterialfv
#define vtkOpenGLCall_glShadeModel vtkOpenGLStateCache::CurrentGLCache->glShadeModel
#define vtkOpenGLCall_glClearColor vtkOpenGLStateCache::CurrentGLCache->glClearColor
#define vtkOpenGLCall_glClearDepth vtkOpenGLStateCache::CurrentGLCache->glClearDepth
#define vtkOpenGLCall_glDepthMask vtkOpenGLStateCache::CurrentGLCache->glDepthMask
#define vtkOpenGLCall_glCullFace vtkOpenGLStateCache::CurrentGLCache->glCullFace
#define vtkOpenGLCall_glClear vtkOpenGLStateCache::CurrentGLCache->glClear
#define vtkOpenGLCall_glDrawBuffer vtkOpenGLStateCache::CurrentGLCache->glDrawBuffer
#define vtkOpenGLCall_glMatrixMode vtkOpenGLStateCache::CurrentGLCache->glMatrixMode
#define vtkOpenGLCall_glViewport vtkOpenGLStateCache::CurrentGLCache->glViewport
#define vtkOpenGLCall_glScissor vtkOpenGLStateCache::CurrentGLCache->glScissor
#define vtkOpenGLCall_glClipPlane vtkOpenGLStateCache::CurrentGLCache->glClipPlane
#define vtkOpenGLCall_glColorMaterial vtkOpenGLStateCache::CurrentGLCache->glColorMaterial
#define vtkOpenGLCall_glPointSize vtkOpenGLStateCache::CurrentGLCache->glPointSize
#define vtkOpenGLCall_glLineWidth vtkOpenGLStateCache::CurrentGLCache->glLineWidth
#define vtkOpenGLCall_glLineStipple vtkOpenGLStateCache::CurrentGLCache->glLineStipple
#define vtkOpenGLCall_glDepthRange vtkOpenGLStateCache::CurrentGLCache->glDepthRange
#define vtkOpenGLCall_glPolygonOffset vtkOpenGLStateCache::CurrentGLCache->glPolygonOffset

#define vtkOpenGLCall_glPushMatrix glPushMatrix
#define vtkOpenGLCall_glPopMatrix glPopMatrix
#define vtkOpenGLCall_glMultMatrixd glMultMatrixd
#define vtkOpenGLCall_glLoadMatrixd glLoadMatrixd
#define vtkOpenGLCall_glLoadIdentity glLoadIdentity
#define vtkOpenGLCall_glSelectBuffer glSelectBuffer
#define vtkOpenGLCall_glRenderMode glRenderMode
#define vtkOpenGLCall_glInitNames glInitNames
#define vtkOpenGLCall_glPushName glPushName
#define vtkOpenGLCall_glLoadName glLoadName
#define vtkOpenGLCall_glGetIntegerv glGetIntegerv
#define vtkOpenGLCall_glIsTexture glIsTexture
#define vtkOpenGLCall_glDeleteTextures glDeleteTexture
#define vtkOpenGLCall_glGenTextures glGenTextures
#define vtkOpenGLCall_glBindTexture glBindTexture
#define vtkOpenGLCall_glTexParameterf glTextParameterf
#define vtkOpenGLCall_glTexCoord2fv glTexCoord2fv
#define vtkOpenGLCall_glVertex3fv glVertex3fv
#define vtkOpenGLCall_glNormal3fv glNormal3fv
#define vtkOpenGLCall_glColor3f glColor3f
#define vtkOpenGLCall_glColor4ubv glColor4ubv
#define vtkOpenGLCall_glColor4fv glColor4fv
#define vtkOpenGLCall_glBegin glBegin
#define vtkOpenGLCall_glEnd glEnd
#define vtkOpenGLCall_glTexImage2D glTextImage2D
#define vtkOpenGLCall_glDeleteLists glDeleteLists
#define vtkOpenGLCall_glIsList glIsList
#define vtkOpenGLCall_glGenLists glGenLists
#define vtkOpenGLCall_glCallList glCallList
#define vtkOpenGLCall_glReadBuffer glReadBuffer
#define vtkOpenGLCall_glPixelStorei glPixelStorei
#define vtkOpenGLCall_glReadPixels glReadPixels
#define vtkOpenGLCall_glRasterPos3f glRasterPos3f
#define vtkOpenGLCall_glDrawPixels glDrawPixels
#define vtkOpenGLCall_glRasterPos2f glRasterPos2f
#define vtkOpenGLCall_glNewList glNewList
#define vtkOpenGLCall_glEndList glEndList

class vtkOpenGLStateCache  
{
public:
  static vtkOpenGLStateCache *CurrentGLCache; // recursive definition

  vtkOpenGLStateCache(); // set all members to initial values
  ~vtkOpenGLStateCache(); // delete any dynamic objects
  void Initialize();

  // GL_BLEND         = 0x0BE2
  // GL_POINT_SMOOTH  = 0x0B10
  // GL_LINE_SMOOTH   = 0x0B20
  // GL_POLYGON_SMOOTH= 0x0B41
  // GL_DEPTH_TEST    = 0x0B71
  // GL_ALPHA_TEST    = 0x0BC0
  // GL_TEXTURE_2D    = 0x0DE1
  // GL_CLIP_PLANE0+i = 0x3000
  // GL_LIGHTING      = 0x0B50
  // GL_COLOR_MATERIAL= 0x0B57
  // GL_NORMALIZE     = 0x0BA1
  // GL_CULL_FACE     = 0x0B44
  // GL_SCISSOR_TEST  = 0x0C11
  // GL_POLYGON_OFFSET_FILL = 0x8037
  // GL_LINE_STIPPLE  = 0x0B24
  // GL_LIGHT+i       = 0x4000
  char Enable_buckets[0xDE1-0xB10+1]; // 0xB10-0xDE1
  char Enable_GL_LIGHT_buckets[8]; // 0x4000 + i (0<i<8)
  char Enable_GL_CLIP_PLANE_buckets[8]; // 0x8000 + i (0<i<8)
  /* Need to have special handling for disabling and enabling the 
     GL_LIGHT's because they are disabling too many lights!
     need to propagate in how many lights are actually *on*
     and only apply the op to them.
   */
  inline void glEnable(GLenum e) 
    {
      register int ex;
      register char *val=0;
      if(e&0x4000)
        {
        ex=e-0x4000;
        if(ex<8) {val=Enable_GL_LIGHT_buckets+ex; }
        }    
      else 
        {
        if(e&0x8000)
          {
          ex=e-0x8000;
          if(ex<8) { val=Enable_GL_CLIP_PLANE_buckets+ex; }
          }
        else 
          {
          if(e>=0xB10 && e<=0xDE1)
            {
            ex=e-0xB10;
            val=Enable_buckets+ex;
            }
          else
            {
            printf("Error: glEnable of 0x%X failed\n",e);
            }
          }
        }
      if(val && *val!=1)
        {
        *val=1;
        ::glEnable(e);
        }
    }
  inline void glDisable(GLenum e) 
    {
      register int ex;
      register char *val=0;
      if(e&0x4000)
        {
        ex=e-0x4000;
        if(ex<8) { val=Enable_GL_LIGHT_buckets+ex; }
        }    
      else
        {
        if(e&0x8000)
          {
          ex=e-0x8000;
          if(ex<8) { val=Enable_GL_CLIP_PLANE_buckets+ex; }
          }
        else 
          {
          if(e>=0xB10 && e<=0xDE1)
            {
            ex=e-0xB10;
            val=Enable_buckets+ex;
            }
          else
            {
            printf("Error: glEnable of 0x%X failed\n",e);
            }
          }
        }
      if(val && *val!=0)
        {
        *val=0;
        ::glDisable(e);
        }
    }
  
  // GL_GREATER = 0x0204, (GLclampf) 0
  GLclampf AlphaFunc_bucket;
  inline void glAlphaFunc(GLenum e,GLclampf cf) 
    {
      if(e==GL_GREATER && cf!=AlphaFunc_bucket)
        {
        AlphaFunc_bucket=cf;
        ::glAlphaFunc(e,cf);
        }
    }
  
  // GL_SRC_ALPHA = 0x0302, GL_ONE_MINUS_SRC_ALPHA = 0x0303
  GLenum BlendFunc_bucket; // multibucket if any other blendfunc is used
  inline void glBlendFunc(GLenum e,GLenum e1) 
    {
      if(e==GL_SRC_ALPHA && e1!=BlendFunc_bucket)
        {
        BlendFunc_bucket=e1;
        ::glBlendFunc(e,e1);
        }
    }
  
  // GL_GREATER = 0x0204
  // GL_LESS    = 0x0201
  // GL_LEQUAL  = 0x0203
  GLenum DepthFunc_bucket;
  inline void glDepthFunc(GLenum e) 
    {
      if(e!=DepthFunc_bucket)
        {
        DepthFunc_bucket=e;
        ::glDepthFunc(e);
        }
    }
  
  // GL_TEXTURE_ENV = 0x2300, GL_TEXTURE_ENV_MODE = 0x2200, GL_MODULATE = 0x2100
  GLfloat TexEnvf_MODE_bucket; // total kludge right now
  inline void glTexEnvf(GLenum e,GLenum e1,GLfloat f) 
    {
      if(e==GL_TEXTURE_ENV && e1==GL_TEXTURE_ENV_MODE)
        {
        if(f!=TexEnvf_MODE_bucket)
          {
          TexEnvf_MODE_bucket=f;
          ::glTexEnvf(e,e1,f);
          }
        }
    }
  
  // GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE/FALSE
  // GL_LIGHT_MODEL_TWO_SIDE, 0
  GLint LightModeli_LIGHT_MODEL_TWO_SIDE_bucket; // shoudld check other modes
  inline void glLightModeli(GLenum e,GLint i) 
    {
      if(e==GL_LIGHT_MODEL_TWO_SIDE && i!=LightModeli_LIGHT_MODEL_TWO_SIDE_bucket){
      LightModeli_LIGHT_MODEL_TWO_SIDE_bucket=i;
      ::glLightModeli(e,i);
      }
    }
  
  // GL_LIGHT_MODEL_AMBIENT, fvect(amb color), A=1.0
  // GL_LIGHT_MODEL_AMBIENT = 0x0B53
  GLfloat LightModelfv_LIGHT_MODEL_AMBIENT_bucket[3];
  inline void glLightModelfv(GLenum e,GLfloat *fv) 
    {
      if(e==GL_LIGHT_MODEL_AMBIENT && 
         (fv[0]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[0] ||
          fv[1]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[1] ||
          fv[2]!=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[2])){
      fv[0]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[0];
      fv[1]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[1];
      fv[2]=LightModelfv_LIGHT_MODEL_AMBIENT_bucket[2]; 
      ::glLightModelfv(e,fv);
      }
    }
  
  // light=GL_LIGHT index
  // pname= lighting type
  //   GL_DIFFUSE        = 0x1201
  //   GL_SPECULAR       = 0x1202
  //   GL_POSITION       = 0x1203
  //   GL_SPOT_DIRECTION = 0x1204
  GLfloat Lightfv_buckets[8*4*8];
  inline void glLightfv( GLenum light, GLenum pname, const GLfloat *params) 
    {
      register GLfloat *val = Lightfv_buckets + ((((int)(pname-0x1201))|((int)(light-GL_LIGHT0)<<3))<<2);
      if(params[0]!=val[0] ||
         params[1]!=val[1] ||
         params[2]!=val[2] ||
         params[3]!=val[3])
        {
        val[0]=params[0];
        val[1]=params[1];
        val[2]=params[2];
        val[3]=params[3];
        ::glLightfv(light,pname,params);
        }
    } 
  
  // light=GL_LIGHT index
  // pname= lighting parameter
  //   GL_SPOT_EXPONENT        = 0x1205
  //   GL_SPOT_CUTOFF          = 0x1206
  //   GL_CONSTANT_ATTENUATION = 0x1207
  //   GL_LINEAR_ATTENUATION   = 0x1208
  //   GL_QUADRATIC_ATTENUATION= 0x1209
  GLfloat Lightf_buckets[8*8];
  GLint Lighti_SPOT_CUTOFF_buckets[8];
  inline void glLightf( GLenum light, GLenum pname, GLfloat f){
    register GLfloat *val=Lightf_buckets+(((int)(light-GL_LIGHT0)<<3)|((int)(pname-0x1205)));
    if(val[0]!=f)
      {
      val[0]=f;
      ::glLightf(light,pname,f);
      if(pname==GL_SPOT_CUTOFF) // invalidate integer spot cutoff
        Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]=-1;
      }
  }
  
  // light=GL_LIGHT index
  // pname=lighting parameter
  //   GL_SPOT_CUTOFF = 0x1206
  // needs to invalidate the float light cutoff
  inline void glLighti( GLenum light, GLenum pname, GLint f) 
    {
      if(pname==GL_SPOT_CUTOFF && f!=Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]){
      Lighti_SPOT_CUTOFF_buckets[light-GL_LIGHT0]=f;
      ::glLighti(light,pname,f);
      // need to invalidate the float cutoff
      Lightf_buckets[((int)(light-GL_LIGHT0)<<3)|0x02] = -1.0f;
      }
    }  
  
  // Face, GL_AMBIENT, float Info[4] 
  //   GL_FRONT          = 0x0404  
  //   GL_BACK           = 0x0405
  //   GL_FRONT_AND_BACK = 0x0408
  // GL_AMBIENT   = 0x1200
  // GL_DIFFUSE   = 0x1201
  // GL_SPECULAR  = 0x1202
  // GL_EMISSION  = 0x1600
  // GL_SHININESS = 0x1601
  // GL_AMBIENT_AND_DIFFUSE = 0x1602
  // GL_COLOR_INDEXES       = 0x1603
  GLfloat Materialfv_buckets[8*8*4]; 
  inline void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params ) 
    {
      register int idx;
      register GLfloat *val;
      if(pname>=0x1600) 
        {
        idx=pname-0x1600 + 4; // put it just past the 120x buckets
        }
      else 
        {
        idx=pname-0x1200;
        }
      // FRONT/BACK and FRONT_AND_BACK should do both.
      // or perhaps should be a separate state key?
      // For now, we will treat FRONT_AND_BACK independently
      // because from a practical standpoint, that's how 
      // it tends to get used.
      val = Materialfv_buckets + ((((face-0x0404)<<3)|idx)<<2);
      if(val[0]!=params[0] ||
         val[1]!=params[1] || 
         val[2]!=params[2] ||
         val[3]!=params[3])
        {
        val[0]=params[0];
        val[1]=params[1];
        val[2]=params[2];
        val[3]=params[3];
        ::glMaterialfv(face,pname,params);
        }
    }

  /*
    a=0;
    a|=(val[0]^params[0])
    a|=(val[1]^params[1])
    a|=(val[2]^params[2])
    a|=(val[3]^params[3])
   */
  // GL_FLAT   = 0x1D00
  // GL_SMOOTH = 0x1D01
  GLenum ShadeModel_bucket; 
  inline void glShadeModel(GLenum e)
    {
      if(ShadeModel_bucket!=e)
        {
        ShadeModel_bucket=e;
        ::glShadeModel(e);
        }
    }
  
  GLclampf ClearColor_buckets[4];
  inline void glClearColor(GLclampf r,GLclampf g,GLclampf b,GLclampf a)
    {
      register GLclampf *c=ClearColor_buckets;
      if(c[0]!=r ||
         c[1]!=g ||
         c[2]!=b ||
         c[3]!=a)
        {
        c[0]=r;
        c[1]=g;
        c[2]=b;
        c[3]=a;
        ::glClearColor(r,g,b,a);
        }
    }
  
  GLclampd ClearDepth_bucket;
  inline void glClearDepth(GLclampd d) 
    { 
      if(d!=ClearDepth_bucket)
        {
        ClearDepth_bucket=d;
        ::glClearDepth(d);
        }
    }
  
  GLclampf DepthMask_bucket;
  inline void glDepthMask(GLenum e)
    {
      if(DepthMask_bucket!=e)
        {
        DepthMask_bucket=e;
        ::glDepthMask(e);
        }
    }
  
  // GL_FRONT = 0x0404
  // GL_BACK  = 0x0405
  GLenum CullFace_bucket;
  inline void glCullFace(GLenum e)
    {
      if(CullFace_bucket!=e)
        {
        CullFace_bucket=e;
        ::glCullFace(e);
        }
    }
  
  // well, lets go ahead and let it clear when it wants to
  inline void glClear(GLbitfield b) { ::glClear(b);}
  // GL_BACK_LEFT  = 0x0402
  // GL_BACK_RIGHT = 0x0403
  // GL_FRONT      = 0x0404
  // GL_BACK       = 0x0405
  GLenum DrawBuffer_bucket;
  inline void glDrawBuffer(GLenum e) {
    if(e!=DrawBuffer_bucket){
      DrawBuffer_bucket=e;
      ::glDrawBuffer(e);
    }
  }
  //============Matrix Ops (behave different for deferred ops)===
  // GL_MODELVIEW=0x1700
  // GL_PROJECTION=0x1701
  GLenum  MatrixMode_bucket;
  inline void glMatrixMode(GLenum e) {
    if(e!=MatrixMode_bucket){
      MatrixMode_bucket=e;
      ::glMatrixMode(e);
    }
  }

  GLint Viewport_bucket[4];
  inline void glViewport(GLint llx,GLint lly,GLint u,GLint v){
    register GLint *val=Viewport_bucket;
    if(val[0]!=llx ||
       val[1]!=lly ||
       val[2]!=u ||
       val[3]!=v){
      val[0]=llx;
      val[1]=lly;
      val[2]=u;
      val[3]=v;
      ::glViewport(llx,lly,u,v);
    }
  }
  // only needs to be called if scissor changes (and it usually won't)
  GLint Scissor_bucket[4];
  inline void glScissor(GLint llx,GLint lly,GLint u,GLint v){
    register GLint *val=Scissor_bucket;
    if(val[0]!=llx ||
       val[1]!=lly ||
       val[2]!=u ||
       val[3]!=v){
      val[0]=llx;
      val[1]=lly;
      val[2]=u;
      val[3]=v;
      ::glScissor(llx,lly,u,v);
    }
  }
  
  // what is the order of the clip plane eqn???
  // GL_CLIP_PLANE0 = 0x3000
  GLdouble ClipPlane_bucket[4*GL_MAX_CLIP_PLANES];
  inline void glClipPlane(GLenum e,const GLdouble *eqn){
    register GLdouble *val=ClipPlane_bucket + ((e-0x3000)<<2);
    if(val[0]!=eqn[0] ||
       val[1]!=eqn[1] ||
       val[2]!=eqn[2] ||
       val[3]!=eqn[3]){
      val[0]=eqn[0];
      val[1]=eqn[1];
      val[2]=eqn[2];
      val[3]=eqn[3];
      ::glClipPlane(e,eqn);
    }
  }

  // face= 
  //   GL_FRONT          = 0x0404  
  //   GL_BACK           = 0x0405
  //   GL_FRONT_AND_BACK = 0x0408
  GLenum ColorMaterial_bucket[8];
  inline void glColorMaterial(GLenum face,GLenum mode ){
    register GLenum *val= ColorMaterial_bucket + (face-0x0404);
    if(*val!=mode){
      *val=mode;
      ::glColorMaterial(face,mode);
    }
  }
  GLfloat PointSize_bucket;
  inline void glPointSize(GLfloat f) {
    if(f!=PointSize_bucket){
      PointSize_bucket=f;
      ::glPointSize(f);
    }
  }
  GLfloat LineWidth_bucket;
  inline void glLineWidth(GLfloat f){
    if(f!=LineWidth_bucket){
      LineWidth_bucket=f;
      ::glPointSize(f);
    }
  }
  GLint LineStipple_FACTOR_bucket;
  GLushort LineStipple_PATTERN_bucket;
  inline void glLineStipple(GLint factor, GLushort pattern )
    {
      if(factor!=LineStipple_FACTOR_bucket ||
         pattern!=LineStipple_PATTERN_bucket)
        {
        LineStipple_FACTOR_bucket=factor;
        LineStipple_PATTERN_bucket=pattern;
        ::glLineStipple(factor,pattern);
        }
    }

  GLclampd DepthRange_NEAR_bucket;
  GLclampd DepthRange_FAR_bucket;
  inline void glDepthRange(GLclampd nearval,GLclampd farval )
    {
      if(DepthRange_NEAR_bucket!=nearval ||
         DepthRange_FAR_bucket!=farval)
        {
        DepthRange_NEAR_bucket=nearval;
        DepthRange_FAR_bucket=farval;
        ::glDepthRange(nearval,farval);
        }
    }
  
#ifdef GL_VERSION_1_1
  // enable GL_POLYGON_OFFSET_FILL = 0x8037
  GLfloat PolygonOffset_bucket[2];
  inline void glPolygonOffset( GLfloat f,GLfloat u) {
    if(PolygonOffset_bucket[0]!=f ||
       PolygonOffset_bucket[1]!=u){
      PolygonOffset_bucket[0]=f;
      PolygonOffset_bucket[1]=u;
      ::glPolygonOffset(f,u);
    }
  }
#endif
};


//#ifdef vtkOpenGLStateCache_Cache
//#undef vtkOpenGLStateCache_Cache
//#endif
