diff -Naurp Mesa-7.8.1/progs/xdemos/corender.c Mesa-7.8.1.patched/progs/xdemos/corender.c
--- Mesa-7.8.1/progs/xdemos/corender.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/corender.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,400 @@
+/**
+ * Example of cooperative rendering into one window by two processes.
+ * The first instance of the program creates the GLX window.
+ * The second instance of the program gets the window ID from the first
+ * and draws into it.
+ * Socket IPC is used for synchronization.
+ *
+ * Usage:
+ * 1. run 'corender &'
+ * 2. run 'corender 2'  (any arg will do)
+ *
+ * Brian Paul
+ * 11 Oct 2007
+ */
+
+
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <X11/keysym.h>
+#include <unistd.h>
+#include "ipc.h"
+
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+static int MyID = 0;  /* 0 or 1 */
+static int WindowID = 0;
+static GLXContext Context = 0;
+static int Width = 700, Height = 350;
+static int Rot = 0;
+static int Sock = 0;
+
+static GLfloat Red[4] = {1.0, 0.2, 0.2, 1.0};
+static GLfloat Blue[4] = {0.2, 0.2, 1.0, 1.0};
+
+static int Sync = 1;  /** synchronized rendering? */
+
+
+static void
+setup_ipc(void)
+{
+   int k, port = 10001;
+
+   if (MyID == 0) {
+      /* I'm the first one, wait for connection from second */
+      k = CreatePort(&port);
+      assert(k != -1);
+
+      printf("Waiting for connection from another 'corender'\n");
+      Sock = AcceptConnection(k);
+      assert(Sock != -1);
+
+      printf("Got connection, sending windowID\n");
+
+      /* send windowID */
+      SendData(Sock, &WindowID, sizeof(WindowID));
+   }
+   else {
+      /* I'm the second one, connect to first */
+      char hostname[1000];
+
+      MyHostName(hostname, 1000);
+      Sock = Connect(hostname, port);
+      assert(Sock != -1);
+
+      /* get windowID */
+      ReceiveData(Sock, &WindowID, sizeof(WindowID));
+      printf("Contacted first 'corender', getting WindowID\n");
+   }
+}
+
+
+
+/** from GLUT */
+static void
+doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
+{
+  int i, j;
+  GLfloat theta, phi, theta1;
+  GLfloat cosTheta, sinTheta;
+  GLfloat cosTheta1, sinTheta1;
+  GLfloat ringDelta, sideDelta;
+
+  ringDelta = 2.0 * M_PI / rings;
+  sideDelta = 2.0 * M_PI / nsides;
+
+  theta = 0.0;
+  cosTheta = 1.0;
+  sinTheta = 0.0;
+  for (i = rings - 1; i >= 0; i--) {
+    theta1 = theta + ringDelta;
+    cosTheta1 = cos(theta1);
+    sinTheta1 = sin(theta1);
+    glBegin(GL_QUAD_STRIP);
+    phi = 0.0;
+    for (j = nsides; j >= 0; j--) {
+      GLfloat cosPhi, sinPhi, dist;
+
+      phi += sideDelta;
+      cosPhi = cos(phi);
+      sinPhi = sin(phi);
+      dist = R + r * cosPhi;
+
+      glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
+      glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
+      glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
+      glVertex3f(cosTheta * dist, -sinTheta * dist,  r * sinPhi);
+    }
+    glEnd();
+    theta = theta1;
+    cosTheta = cosTheta1;
+    sinTheta = sinTheta1;
+  }
+}
+
+
+static void
+redraw(Display *dpy)
+{
+   int dbg = 0;
+
+   glXMakeCurrent(dpy, WindowID, Context);
+   glEnable(GL_LIGHTING);
+   glEnable(GL_LIGHT0);
+   glEnable(GL_DEPTH_TEST);
+   glClearColor(0.5, 0.5, 0.5, 0.0);
+
+   if (MyID == 0) {
+      /* First process */
+
+      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+      glPushMatrix();
+      glTranslatef(-1, 0, 0);
+      glRotatef(Rot, 1, 0, 0);
+      glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
+      doughnut(0.5, 2.0, 20, 30);
+      glPopMatrix();
+
+      glFinish();
+      if (!Sync) {
+         usleep(1000*10);
+      }
+
+      /* signal second process to render */
+      if (Sync) {
+         int code = 1;
+         if (dbg) printf("0: send signal\n");
+         SendData(Sock, &code, sizeof(code));
+         SendData(Sock, &Rot, sizeof(Rot));
+      }
+
+      /* wait for second process to finish rendering */
+      if (Sync) {
+         int code = 0;
+         if (dbg) printf("0: wait signal\n");
+         ReceiveData(Sock, &code, sizeof(code));
+         if (dbg) printf("0: got signal\n");
+         assert(code == 2);
+      }
+
+   }
+   else {
+      /* Second process */
+
+      /* wait for first process's signal for me to render */
+      if (Sync) {
+         int code = 0;
+         if (dbg) printf("1: wait signal\n");
+         ReceiveData(Sock, &code, sizeof(code));
+         ReceiveData(Sock, &Rot, sizeof(Rot));
+
+         if (dbg) printf("1: got signal\n");
+         assert(code == 1);
+      }
+
+      /* XXX this clear should not be here, but for some reason, it
+       * makes things _mostly_ work correctly w/ NVIDIA's driver.
+       * There's only occasional glitches.
+       * Without this glClear(), depth buffer for the second process
+       * is pretty much broken.
+       */
+      /* glClear(GL_DEPTH_BUFFER_BIT); */
+
+      glPushMatrix();
+      glTranslatef(1, 0, 0);
+      glRotatef(Rot + 90 , 1, 0, 0);
+      glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
+      doughnut(0.5, 2.0, 20, 30);
+      glPopMatrix();
+      glFinish();
+
+      glXSwapBuffers(dpy, WindowID);
+      usleep(1000*10);
+
+      /* signal first process that I'm done rendering */
+      if (Sync) {
+         int code = 2;
+         if (dbg) printf("1: send signal\n");
+         SendData(Sock, &code, sizeof(code));
+      }
+   }
+}
+
+
+static void
+resize(Display *dpy, int width, int height)
+{
+   float ar = (float) width / height;
+
+   glXMakeCurrent(dpy, WindowID, Context);
+
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-ar, ar, 1.0, -1.0, 5.0, 200.0);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0, 0, -15);
+
+   Width = width;
+   Height = height;
+}
+
+
+
+static void
+set_window_title(Display *dpy, Window win, const char *title)
+{
+   XSizeHints sizehints;
+   sizehints.flags = 0;
+   XSetStandardProperties(dpy, win, title, title,
+                          None, (char **)NULL, 0, &sizehints);
+}
+
+
+static Window
+make_gl_window(Display *dpy, XVisualInfo *visinfo, int width, int height)
+{
+   int scrnum;
+   XSetWindowAttributes attr;
+   unsigned long mask;
+   Window root;
+   Window win;
+   int x = 0, y = 0;
+   char *name = NULL;
+
+   scrnum = DefaultScreen( dpy );
+   root = RootWindow( dpy, scrnum );
+
+   /* window attributes */
+   attr.background_pixel = 0;
+   attr.border_pixel = 0;
+   attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone);
+   attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
+   mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
+
+   win = XCreateWindow( dpy, root, x, y, width, height,
+		        0, visinfo->depth, InputOutput,
+		        visinfo->visual, mask, &attr );
+
+   /* set hints and properties */
+   {
+      XSizeHints sizehints;
+      sizehints.x = x;
+      sizehints.y = y;
+      sizehints.width  = width;
+      sizehints.height = height;
+      sizehints.flags = USSize | USPosition;
+      XSetNormalHints(dpy, win, &sizehints);
+      XSetStandardProperties(dpy, win, name, name,
+                              None, (char **)NULL, 0, &sizehints);
+   }
+
+   return win;
+}
+
+
+static void
+set_event_mask(Display *dpy, Window win)
+{
+   XSetWindowAttributes attr;
+   attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
+   XChangeWindowAttributes(dpy, win, CWEventMask, &attr);
+}
+
+
+static void
+event_loop(Display *dpy)
+{
+   while (1) {
+      while (XPending(dpy) > 0) {
+         XEvent event;
+         XNextEvent(dpy, &event);
+
+         switch (event.type) {
+         case Expose:
+            redraw(dpy);
+            break;
+         case ConfigureNotify:
+            resize(dpy, event.xconfigure.width, event.xconfigure.height);
+            break;
+         case KeyPress:
+            {
+               char buffer[10];
+               int r, code;
+               code = XLookupKeysym(&event.xkey, 0);
+               if (code == XK_Left) {
+               }
+               else {
+                  r = XLookupString(&event.xkey, buffer, sizeof(buffer),
+                                    NULL, NULL);
+                  if (buffer[0] == 27) {
+                     exit(0);
+                  }
+               }
+            }
+         default:
+            /* nothing */
+            ;
+         }
+      }
+
+      if (MyID == 0 || !Sync)
+         Rot += 1;
+      redraw(dpy);
+   }
+}
+
+
+static XVisualInfo *
+choose_visual(Display *dpy)
+{
+   int attribs[] = { GLX_RGBA,
+                     GLX_RED_SIZE, 1,
+                     GLX_GREEN_SIZE, 1,
+                     GLX_BLUE_SIZE, 1,
+                     GLX_DOUBLEBUFFER,
+                     GLX_DEPTH_SIZE, 1,
+                     None };
+   int scrnum = DefaultScreen( dpy );
+   return glXChooseVisual(dpy, scrnum, attribs);
+}
+
+
+static void
+parse_opts(int argc, char *argv[])
+{
+   if (argc > 1) {
+      MyID = 1;
+   }
+}
+
+
+int
+main( int argc, char *argv[] )
+{
+   Display *dpy;
+   XVisualInfo *visinfo;
+
+   parse_opts(argc, argv);
+
+   dpy = XOpenDisplay(NULL);
+
+   visinfo = choose_visual(dpy);
+
+   Context = glXCreateContext( dpy, visinfo, NULL, True );
+   if (!Context) {
+      printf("Error: glXCreateContext failed\n");
+      exit(1);
+   }
+
+   if (MyID == 0) {
+      WindowID = make_gl_window(dpy, visinfo, Width, Height);
+      set_window_title(dpy, WindowID, "corender");
+      XMapWindow(dpy, WindowID);
+      /*printf("WindowID 0x%x\n", (int) WindowID);*/
+   }
+
+   /* do ipc hand-shake here */
+   setup_ipc();
+   assert(Sock);
+   assert(WindowID);
+
+   if (MyID == 1) {
+      set_event_mask(dpy, WindowID);
+   }
+
+   resize(dpy, Width, Height);
+
+   event_loop(dpy);
+
+   return 0;
+}
diff -Naurp Mesa-7.8.1/progs/xdemos/glsync.c Mesa-7.8.1.patched/progs/xdemos/glsync.c
--- Mesa-7.8.1/progs/xdemos/glsync.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/glsync.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,295 @@
+/*
+ * Copyright © 2007 Intel Corporation
+ *
+ * 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 (including the next
+ * paragraph) 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
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
+ *
+ * Authors:
+ *    Jesse Barnes <jesse.barnes@intel.com>
+ *
+ */
+
+/** @file glsync.c
+ * The program is simple:  it paints a window alternating colors (red &
+ * white) either as fast as possible or synchronized to vblank events
+ *
+ * If run normally, the program should display a window that exhibits
+ * significant tearing between red and white colors (e.g. you might get
+ * a "waterfall" effect of red and white horizontal bars).
+ *
+ * If run with the '-s b' option, the program should synchronize the
+ * window color changes with the vertical blank period, resulting in a
+ * window that looks orangish with a high frequency flicker (which may
+ * be invisible).  If the window is moved to another screen, this
+ * property should be preserved.  If the window spans two screens, it
+ * shouldn't tear on whichever screen most of the window is on; the
+ * portion on the other screen may show some tearing (like the
+ * waterfall effect above).
+ *
+ * Other options include '-w <width>' and '-h <height' to set the
+ * window size.
+ */
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include <GL/glx.h>
+#include <GL/glxext.h>
+#include <X11/X.h>
+#include <X11/Xlib.h>
+#include <X11/Xutil.h>
+
+void (*video_sync_get)();
+void (*video_sync)();
+void (*swap_interval)();
+
+static int GLXExtensionSupported(Display *dpy, const char *extension)
+{
+	const char *extensionsString, *pos;
+
+	extensionsString = glXQueryExtensionsString(dpy, DefaultScreen(dpy));
+
+	pos = strstr(extensionsString, extension);
+
+	if (pos != NULL && (pos == extensionsString || pos[-1] == ' ') &&
+	    (pos[strlen(extension)] == ' ' || pos[strlen(extension)] == '\0'))
+		return 1;
+
+	return 0;
+}
+
+extern char *optarg;
+extern int optind, opterr, optopt;
+static char optstr[] = "w:h:s:vi:";
+
+enum sync_type {
+	none = 0,
+	sgi_video_sync,
+	buffer_swap
+};
+
+static void usage(char *name)
+{
+	printf("usage: %s [-w <width>] [-h <height>] [-s<sync method>] "
+	       "[-v]\n", name);
+	printf("\t-s<sync method>:\n");
+	printf("\t\tn: none\n");
+	printf("\t\ts: SGI video sync extension\n");
+	printf("\t\tb: buffer swap\n");
+	printf("\t-i<swap interval>\n");
+	printf("\t-v: verbose (print count)\n");
+	exit(-1);
+}
+
+int main(int argc, char *argv[])
+{
+	Display *disp;
+	XVisualInfo *pvi;
+	XSetWindowAttributes swa;
+	GLint last_val = -1, count = 0;
+	Window winGL;
+	GLXContext context;
+	int dummy;
+	Atom wmDelete;
+	enum sync_type waitforsync = none;
+	int width = 500, height = 500, verbose = 0, interval = 1;
+	int c, i = 1;
+	int ret;
+	int attribs[] = { GLX_RGBA,
+                     GLX_RED_SIZE, 1,
+                     GLX_GREEN_SIZE, 1,
+                     GLX_BLUE_SIZE, 1,
+                     None };
+	int db_attribs[] = { GLX_RGBA,
+                     GLX_RED_SIZE, 1,
+                     GLX_GREEN_SIZE, 1,
+                     GLX_BLUE_SIZE, 1,
+                     GLX_DOUBLEBUFFER,
+                     GLX_DEPTH_SIZE, 1,
+                     None };
+	XSizeHints sizehints;
+
+	opterr = 0;
+	while ((c = getopt(argc, argv, optstr)) != -1) {
+		switch (c) {
+		case 'w':
+			width = atoi(optarg);
+			break;
+		case 'h':
+			height = atoi(optarg);
+			break;
+		case 's':
+			switch (optarg[0]) {
+			case 'n':
+				waitforsync = none;
+				break;
+			case 's':
+				waitforsync = sgi_video_sync;
+				break;
+			case 'b':
+				waitforsync = buffer_swap;
+				break;
+			default:
+				usage(argv[0]);
+				break;
+			}
+			break;
+		case 'v':
+			verbose = 1;
+			break;
+		case 'i':
+			interval = atoi(optarg);
+			break;
+		default:
+			usage(argv[0]);
+			break;
+		}
+	}
+
+	disp = XOpenDisplay(NULL);
+	if (!disp) {
+		fprintf(stderr, "failed to open display\n");
+		return -1;
+	}
+
+	if (!glXQueryExtension(disp, &dummy, &dummy)) {
+		fprintf(stderr, "glXQueryExtension failed\n");
+		return -1;
+	}
+
+	if (!GLXExtensionSupported(disp, "GLX_SGI_video_sync")) {
+		fprintf(stderr, "GLX_SGI_video_sync not supported, exiting\n");
+		return -1;
+	}
+
+	if (waitforsync != buffer_swap) {
+		pvi = glXChooseVisual(disp, DefaultScreen(disp), attribs);
+	} else {
+		pvi = glXChooseVisual(disp, DefaultScreen(disp), db_attribs);
+	}
+
+	if (!pvi) {
+		fprintf(stderr, "failed to choose visual, exiting\n");
+		return -1;
+	}
+
+	pvi->screen = DefaultScreen(disp);
+
+	swa.colormap = XCreateColormap(disp, RootWindow(disp, pvi->screen),
+				       pvi->visual, AllocNone);
+	swa.border_pixel = 0;
+	swa.event_mask = ExposureMask | KeyPressMask | ButtonPressMask |
+		StructureNotifyMask;
+	winGL = XCreateWindow(disp, RootWindow(disp, pvi->screen),
+			      0, 0,
+			      width, height,
+			      0, pvi->depth, InputOutput, pvi->visual,
+			      CWBorderPixel | CWColormap | CWEventMask, &swa);
+	if (!winGL) {
+		fprintf(stderr, "window creation failed\n");
+		return -1;
+	}
+        wmDelete = XInternAtom(disp, "WM_DELETE_WINDOW", True);
+        XSetWMProtocols(disp, winGL, &wmDelete, 1);
+
+	sizehints.x = 0;
+	sizehints.y = 0;
+	sizehints.width  = width;
+	sizehints.height = height;
+	sizehints.flags = USSize | USPosition;
+
+	XSetNormalHints(disp, winGL, &sizehints);
+	XSetStandardProperties(disp, winGL, "glsync test", "glsync text",
+			       None, NULL, 0, &sizehints);
+
+	context = glXCreateContext(disp, pvi, NULL, GL_TRUE);
+	if (!context) {
+		fprintf(stderr, "failed to create glx context\n");
+		return -1;
+	}
+
+	XMapWindow(disp, winGL);
+	ret = glXMakeCurrent(disp, winGL, context);
+	if (!ret) {
+		fprintf(stderr, "failed to make context current: %d\n", ret);
+	}
+
+	video_sync_get = glXGetProcAddress((unsigned char *)"glXGetVideoSyncSGI");
+	video_sync = glXGetProcAddress((unsigned char *)"glXWaitVideoSyncSGI");
+
+	swap_interval = glXGetProcAddress((unsigned char *)"glXSwapIntervalSGI");
+
+	if (!video_sync_get || !video_sync || !swap_interval) {
+		fprintf(stderr, "failed to get sync functions\n");
+		return -1;
+	}
+
+	if (waitforsync == buffer_swap) {
+		swap_interval(interval);
+		fprintf(stderr, "set swap interval to %d\n", interval);
+	}
+	video_sync_get(&count);
+	count++;
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+	while (i++) {
+		/* Alternate colors to make tearing obvious */
+		if (i & 1) {
+			glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+			glColor3f(1.0f, 1.0f, 1.0f);
+		} else {
+			glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
+			glColor3f(1.0f, 0.0f, 0.0f);
+		}
+
+		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+		glRectf(0, 0, width, height);
+
+		/* Wait for vsync */
+		if (waitforsync == sgi_video_sync) {
+			if (verbose)
+				fprintf(stderr, "waiting on count %d\n", count);
+			video_sync(2, (count + 1) % 2, &count);
+			if (count < last_val)
+				fprintf(stderr, "error:  vblank count went backwards: %d -> %d\n", last_val, count);
+			if (count == last_val)
+				fprintf(stderr, "error:  count didn't change: %d\n", count);
+			last_val = count;
+			glFlush();
+		} else if (waitforsync == buffer_swap) {
+			glXSwapBuffers(disp, winGL);
+		} else {
+			video_sync_get(&count);
+			sleep(1);
+			glFinish();
+		}
+
+		if (verbose) {
+			video_sync_get(&count);
+			fprintf(stderr, "current count: %d\n", count);
+		}
+	}
+
+	XDestroyWindow(disp, winGL);
+	glXDestroyContext(disp, context);
+	XCloseDisplay(disp);
+
+	return 0;
+}
diff -Naurp Mesa-7.8.1/progs/xdemos/glthreads.c Mesa-7.8.1.patched/progs/xdemos/glthreads.c
--- Mesa-7.8.1/progs/xdemos/glthreads.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/glthreads.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,716 @@
+/*
+ * Copyright (C) 2000  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.
+ */
+
+
+/*
+ * This program tests GLX thread safety.
+ * Command line options:
+ *  -p                       Open a display connection for each thread
+ *  -l                       Enable application-side locking
+ *  -n <num threads>         Number of threads to create (default is 2)
+ *  -display <display name>  Specify X display (default is $DISPLAY)
+ *  -t                       Use texture mapping
+ *
+ * Brian Paul  20 July 2000
+ */
+
+
+/*
+ * Notes:
+ * - Each thread gets its own GLX context.
+ *
+ * - The GLX contexts share texture objects.
+ *
+ * - When 't' is pressed to update the texture image, the window/thread which
+ *   has input focus is signalled to change the texture.  The other threads
+ *   should see the updated texture the next time they call glBindTexture.
+ */
+
+
+#if defined(PTHREADS)   /* defined by Mesa on Linux and other platforms */
+
+#include <assert.h>
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+#include <pthread.h>
+
+
+/*
+ * Each window/thread/context:
+ */
+struct winthread {
+   Display *Dpy;
+   int Index;
+   pthread_t Thread;
+   Window Win;
+   GLXContext Context;
+   float Angle;
+   int WinWidth, WinHeight;
+   GLboolean NewSize;
+   GLboolean Initialized;
+   GLboolean MakeNewTexture;
+};
+
+
+#define MAX_WINTHREADS 100
+static struct winthread WinThreads[MAX_WINTHREADS];
+static int NumWinThreads = 0;
+static volatile GLboolean ExitFlag = GL_FALSE;
+
+static GLboolean MultiDisplays = 0;
+static GLboolean Locking = 0;
+static GLboolean Texture = GL_FALSE;
+static GLuint TexObj = 12;
+static GLboolean Animate = GL_TRUE;
+
+static pthread_mutex_t Mutex;
+static pthread_cond_t CondVar;
+static pthread_mutex_t CondMutex;
+
+
+static void
+Error(const char *msg)
+{
+   fprintf(stderr, "Error: %s\n", msg);
+   exit(1);
+}
+
+
+static void
+signal_redraw(void)
+{
+   pthread_mutex_lock(&CondMutex);
+   pthread_cond_broadcast(&CondVar);
+   pthread_mutex_unlock(&CondMutex);
+}
+
+
+static void
+MakeNewTexture(struct winthread *wt)
+{
+#define TEX_SIZE 128
+   static float step = 0.0;
+   GLfloat image[TEX_SIZE][TEX_SIZE][4];
+   GLint width;
+   int i, j;
+
+   for (j = 0; j < TEX_SIZE; j++) {
+      for (i = 0; i < TEX_SIZE; i++) {
+         float dt = 5.0 * (j - 0.5 * TEX_SIZE) / TEX_SIZE;
+         float ds = 5.0 * (i - 0.5 * TEX_SIZE) / TEX_SIZE;
+         float r = dt * dt + ds * ds + step;
+         image[j][i][0] = 
+         image[j][i][1] = 
+         image[j][i][2] = 0.75 + 0.25 * cos(r);
+         image[j][i][3] = 1.0;
+      }
+   }
+
+   step += 0.5;
+
+   glBindTexture(GL_TEXTURE_2D, TexObj);
+
+   glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+   if (width) {
+      assert(width == TEX_SIZE);
+      /* sub-tex replace */
+      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEX_SIZE, TEX_SIZE,
+                   GL_RGBA, GL_FLOAT, image);
+   }
+   else {
+      /* create new */
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0, 
+                   GL_RGBA, GL_FLOAT, image);
+   }
+}
+
+
+
+/* draw a colored cube */
+static void
+draw_object(void)
+{
+   glPushMatrix();
+   glScalef(0.75, 0.75, 0.75);
+
+   glColor3f(1, 0, 0);
+
+   if (Texture) {
+      glBindTexture(GL_TEXTURE_2D, TexObj);
+      glEnable(GL_TEXTURE_2D);
+   }
+   else {
+      glDisable(GL_TEXTURE_2D);
+   }
+
+   glBegin(GL_QUADS);
+
+   /* -X */
+   glColor3f(0, 1, 1);
+   glTexCoord2f(0, 0);  glVertex3f(-1, -1, -1);
+   glTexCoord2f(1, 0);  glVertex3f(-1,  1, -1);
+   glTexCoord2f(1, 1);  glVertex3f(-1,  1,  1);
+   glTexCoord2f(0, 1);  glVertex3f(-1, -1,  1);
+
+   /* +X */
+   glColor3f(1, 0, 0);
+   glTexCoord2f(0, 0);  glVertex3f(1, -1, -1);
+   glTexCoord2f(1, 0);  glVertex3f(1,  1, -1);
+   glTexCoord2f(1, 1);  glVertex3f(1,  1,  1);
+   glTexCoord2f(0, 1);  glVertex3f(1, -1,  1);
+
+   /* -Y */
+   glColor3f(1, 0, 1);
+   glTexCoord2f(0, 0);  glVertex3f(-1, -1, -1);
+   glTexCoord2f(1, 0);  glVertex3f( 1, -1, -1);
+   glTexCoord2f(1, 1);  glVertex3f( 1, -1,  1);
+   glTexCoord2f(0, 1);  glVertex3f(-1, -1,  1);
+
+   /* +Y */
+   glColor3f(0, 1, 0);
+   glTexCoord2f(0, 0);  glVertex3f(-1, 1, -1);
+   glTexCoord2f(1, 0);  glVertex3f( 1, 1, -1);
+   glTexCoord2f(1, 1);  glVertex3f( 1, 1,  1);
+   glTexCoord2f(0, 1);  glVertex3f(-1, 1,  1);
+
+   /* -Z */
+   glColor3f(1, 1, 0);
+   glTexCoord2f(0, 0);  glVertex3f(-1, -1, -1);
+   glTexCoord2f(1, 0);  glVertex3f( 1, -1, -1);
+   glTexCoord2f(1, 1);  glVertex3f( 1,  1, -1);
+   glTexCoord2f(0, 1);  glVertex3f(-1,  1, -1);
+
+   /* +Y */
+   glColor3f(0, 0, 1);
+   glTexCoord2f(0, 0);  glVertex3f(-1, -1, 1);
+   glTexCoord2f(1, 0);  glVertex3f( 1, -1, 1);
+   glTexCoord2f(1, 1);  glVertex3f( 1,  1, 1);
+   glTexCoord2f(0, 1);  glVertex3f(-1,  1, 1);
+
+   glEnd();
+
+   glPopMatrix();
+}
+
+
+/* signal resize of given window */
+static void
+resize(struct winthread *wt, int w, int h)
+{
+   wt->NewSize = GL_TRUE;
+   wt->WinWidth = w;
+   wt->WinHeight = h;
+   if (!Animate)
+      signal_redraw();
+}
+
+
+/*
+ * We have an instance of this for each thread.
+ */
+static void
+draw_loop(struct winthread *wt)
+{
+   while (!ExitFlag) {
+
+      if (Locking)
+         pthread_mutex_lock(&Mutex);
+
+      glXMakeCurrent(wt->Dpy, wt->Win, wt->Context);
+      if (!wt->Initialized) {
+         printf("glthreads: %d: GL_RENDERER = %s\n", wt->Index,
+                (char *) glGetString(GL_RENDERER));
+         if (Texture /*&& wt->Index == 0*/) {
+            MakeNewTexture(wt);
+         }
+         wt->Initialized = GL_TRUE;
+      }
+
+      if (Locking)
+         pthread_mutex_unlock(&Mutex);
+
+      glEnable(GL_DEPTH_TEST);
+
+      if (wt->NewSize) {
+         GLfloat w = (float) wt->WinWidth / (float) wt->WinHeight;
+         glViewport(0, 0, wt->WinWidth, wt->WinHeight);
+         glMatrixMode(GL_PROJECTION);
+         glLoadIdentity();
+         glFrustum(-w, w, -1.0, 1.0, 1.5, 10);
+         glMatrixMode(GL_MODELVIEW);
+         glLoadIdentity();
+         glTranslatef(0, 0, -2.5);
+         wt->NewSize = GL_FALSE;
+      }
+
+      if (wt->MakeNewTexture) {
+         MakeNewTexture(wt);
+         wt->MakeNewTexture = GL_FALSE;
+      }
+
+      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+      glPushMatrix();
+         glRotatef(wt->Angle, 0, 1, 0);
+         glRotatef(wt->Angle, 1, 0, 0);
+         glScalef(0.7, 0.7, 0.7);
+         draw_object();
+      glPopMatrix();
+
+      if (Locking)
+         pthread_mutex_lock(&Mutex);
+
+      glXSwapBuffers(wt->Dpy, wt->Win);
+
+      if (Locking)
+         pthread_mutex_unlock(&Mutex);
+
+      if (Animate) {
+         usleep(5000);
+      }
+      else {
+         /* wait for signal to draw */
+         pthread_mutex_lock(&CondMutex);
+         pthread_cond_wait(&CondVar, &CondMutex);
+         pthread_mutex_unlock(&CondMutex);
+      }
+      wt->Angle += 1.0;
+   }
+}
+
+
+static void
+keypress(XEvent *event, struct winthread *wt)
+{
+   char buf[100];
+   KeySym keySym;
+   XComposeStatus stat;
+
+   XLookupString(&event->xkey, buf, sizeof(buf), &keySym, &stat);
+
+   switch (keySym) {
+   case XK_Escape:
+      /* tell all threads to exit */
+      if (!Animate) {
+         signal_redraw();
+      }
+      ExitFlag = GL_TRUE;
+      /*printf("exit draw_loop %d\n", wt->Index);*/
+      return;
+   case XK_t:
+   case XK_T:
+      if (Texture) {
+         wt->MakeNewTexture = GL_TRUE;
+         if (!Animate)
+            signal_redraw();
+      }
+      break;
+   case XK_a:
+   case XK_A:
+      Animate = !Animate;
+      if (Animate)  /* yes, prev Animate state! */
+         signal_redraw();
+      break;
+   case XK_s:
+   case XK_S:
+      if (!Animate)
+         signal_redraw();
+      break;
+   default:
+      ; /* nop */
+   }
+}
+
+
+/*
+ * The main process thread runs this loop.
+ * Single display connection for all threads.
+ */
+static void
+event_loop(Display *dpy)
+{
+   XEvent event;
+   int i;
+
+   assert(!MultiDisplays);
+
+   while (!ExitFlag) {
+
+      if (Locking) {
+         while (1) {
+            int k;
+            pthread_mutex_lock(&Mutex);
+            k = XPending(dpy);
+            if (k) {
+               XNextEvent(dpy, &event);
+               pthread_mutex_unlock(&Mutex);
+               break;
+            }
+            pthread_mutex_unlock(&Mutex);
+            usleep(5000);
+         }
+      }
+      else {
+         XNextEvent(dpy, &event);
+      }
+
+      switch (event.type) {
+         case ConfigureNotify:
+            /* Find winthread for this event's window */
+            for (i = 0; i < NumWinThreads; i++) {
+               struct winthread *wt = &WinThreads[i];
+               if (event.xconfigure.window == wt->Win) {
+                  resize(wt, event.xconfigure.width,
+                         event.xconfigure.height);
+                  break;
+               }
+            }
+            break;
+         case KeyPress:
+            for (i = 0; i < NumWinThreads; i++) {
+               struct winthread *wt = &WinThreads[i];
+               if (event.xkey.window == wt->Win) {
+                  keypress(&event, wt);
+                  break;
+               }
+            }
+            break;
+         default:
+            /*no-op*/ ;
+      }
+   }
+}
+
+
+/*
+ * Separate display connection for each thread.
+ */
+static void
+event_loop_multi(void)
+{
+   XEvent event;
+   int w = 0;
+
+   assert(MultiDisplays);
+
+   while (!ExitFlag) {
+      struct winthread *wt = &WinThreads[w];
+      if (XPending(wt->Dpy)) {
+         XNextEvent(wt->Dpy, &event);
+         switch (event.type) {
+         case ConfigureNotify:
+            resize(wt, event.xconfigure.width, event.xconfigure.height);
+            break;
+         case KeyPress:
+            keypress(&event, wt);
+            break;
+         default:
+            ; /* nop */
+         }
+      }
+      w = (w + 1) % NumWinThreads;
+      usleep(5000);
+   }
+}
+
+
+
+/*
+ * we'll call this once for each thread, before the threads are created.
+ */
+static void
+create_window(struct winthread *wt, GLXContext shareCtx)
+{
+   Window win;
+   GLXContext ctx;
+   int attrib[] = { GLX_RGBA,
+		    GLX_RED_SIZE, 1,
+		    GLX_GREEN_SIZE, 1,
+		    GLX_BLUE_SIZE, 1,
+                    GLX_DEPTH_SIZE, 1,
+		    GLX_DOUBLEBUFFER,
+		    None };
+   int scrnum;
+   XSetWindowAttributes attr;
+   unsigned long mask;
+   Window root;
+   XVisualInfo *visinfo;
+   int width = 160, height = 160;
+   int xpos = (wt->Index % 8) * (width + 10);
+   int ypos = (wt->Index / 8) * (width + 20);
+
+   scrnum = DefaultScreen(wt->Dpy);
+   root = RootWindow(wt->Dpy, scrnum);
+
+   visinfo = glXChooseVisual(wt->Dpy, scrnum, attrib);
+   if (!visinfo) {
+      Error("Unable to find RGB, Z, double-buffered visual");
+   }
+
+   /* window attributes */
+   attr.background_pixel = 0;
+   attr.border_pixel = 0;
+   attr.colormap = XCreateColormap(wt->Dpy, root, visinfo->visual, AllocNone);
+   attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
+   mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
+
+   win = XCreateWindow(wt->Dpy, root, xpos, ypos, width, height,
+		        0, visinfo->depth, InputOutput,
+		        visinfo->visual, mask, &attr);
+   if (!win) {
+      Error("Couldn't create window");
+   }
+
+   {
+      XSizeHints sizehints;
+      sizehints.x = xpos;
+      sizehints.y = ypos;
+      sizehints.width  = width;
+      sizehints.height = height;
+      sizehints.flags = USSize | USPosition;
+      XSetNormalHints(wt->Dpy, win, &sizehints);
+      XSetStandardProperties(wt->Dpy, win, "glthreads", "glthreads",
+                              None, (char **)NULL, 0, &sizehints);
+   }
+
+
+   ctx = glXCreateContext(wt->Dpy, visinfo, shareCtx, True);
+   if (!ctx) {
+      Error("Couldn't create GLX context");
+   }
+
+   XMapWindow(wt->Dpy, win);
+   XSync(wt->Dpy, 0);
+
+   /* save the info for this window/context */
+   wt->Win = win;
+   wt->Context = ctx;
+   wt->Angle = 0.0;
+   wt->WinWidth = width;
+   wt->WinHeight = height;
+   wt->NewSize = GL_TRUE;
+}
+
+
+/*
+ * Called by pthread_create()
+ */
+static void *
+thread_function(void *p)
+{
+   struct winthread *wt = (struct winthread *) p;
+   draw_loop(wt);
+   return NULL;
+}
+
+
+/*
+ * called before exit to wait for all threads to finish
+ */
+static void
+clean_up(void)
+{
+   int i;
+
+   /* wait for threads to finish */
+   for (i = 0; i < NumWinThreads; i++) {
+      pthread_join(WinThreads[i].Thread, NULL);
+   }
+
+   for (i = 0; i < NumWinThreads; i++) {
+      glXDestroyContext(WinThreads[i].Dpy, WinThreads[i].Context);
+      XDestroyWindow(WinThreads[i].Dpy, WinThreads[i].Win);
+   }
+}
+
+
+static void
+usage(void)
+{
+   printf("glthreads: test of GL thread safety (any key = exit)\n");
+   printf("Usage:\n");
+   printf("  glthreads [options]\n");
+   printf("Options:\n");
+   printf("   -display DISPLAYNAME  Specify display string\n");
+   printf("   -n NUMTHREADS  Number of threads to create\n");
+   printf("   -p  Use a separate display connection for each thread\n");
+   printf("   -l  Use application-side locking\n");
+   printf("   -t  Enable texturing\n");
+   printf("Keyboard:\n");
+   printf("   Esc  Exit\n");
+   printf("   t    Change texture image (requires -t option)\n");
+   printf("   a    Toggle animation\n");
+   printf("   s    Step rotation (when not animating)\n");
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   char *displayName = NULL;
+   int numThreads = 2;
+   Display *dpy = NULL;
+   int i;
+   Status threadStat;
+
+   if (argc == 1) {
+      usage();
+   }
+   else {
+      int i;
+      for (i = 1; i < argc; i++) {
+         if (strcmp(argv[i], "-display") == 0 && i + 1 < argc) {
+            displayName = argv[i + 1];
+            i++;
+         }
+         else if (strcmp(argv[i], "-p") == 0) {
+            MultiDisplays = 1;
+         }
+         else if (strcmp(argv[i], "-l") == 0) {
+            Locking = 1;
+         }
+         else if (strcmp(argv[i], "-t") == 0) {
+            Texture = 1;
+         }
+         else if (strcmp(argv[i], "-n") == 0 && i + 1 < argc) {
+            numThreads = atoi(argv[i + 1]);
+            if (numThreads < 1)
+               numThreads = 1;
+            else if (numThreads > MAX_WINTHREADS)
+               numThreads = MAX_WINTHREADS;
+            i++;
+         }
+         else {
+            usage();
+            exit(1);
+         }
+      }
+   }
+   
+   if (Locking)
+      printf("glthreads: Using explicit locks around Xlib calls.\n");
+   else
+      printf("glthreads: No explict locking.\n");
+
+   if (MultiDisplays)
+      printf("glthreads: Per-thread display connections.\n");
+   else
+      printf("glthreads: Single display connection.\n");
+
+   /*
+    * VERY IMPORTANT: call XInitThreads() before any other Xlib functions.
+    */
+   if (!MultiDisplays) {
+      if (!Locking) {
+         threadStat = XInitThreads();
+      if (threadStat) {
+         printf("XInitThreads() returned %d (success)\n", (int) threadStat);
+      }
+      else {
+         printf("XInitThreads() returned 0 (failure- this program may fail)\n");
+      }
+      }
+
+      dpy = XOpenDisplay(displayName);
+      if (!dpy) {
+         fprintf(stderr, "Unable to open display %s\n", XDisplayName(displayName));
+         return -1;
+      }
+   }
+
+   pthread_mutex_init(&Mutex, NULL);
+   pthread_mutex_init(&CondMutex, NULL);
+   pthread_cond_init(&CondVar, NULL);
+
+   printf("glthreads: creating windows\n");
+
+   NumWinThreads = numThreads;
+
+   /* Create the GLX windows and contexts */
+   for (i = 0; i < numThreads; i++) {
+      GLXContext share;
+
+      if (MultiDisplays) {
+         WinThreads[i].Dpy = XOpenDisplay(displayName);
+         assert(WinThreads[i].Dpy);
+      }
+      else {
+         WinThreads[i].Dpy = dpy;
+      }
+      WinThreads[i].Index = i;
+      WinThreads[i].Initialized = GL_FALSE;
+
+      share = (Texture && i > 0) ? WinThreads[0].Context : 0;
+
+      create_window(&WinThreads[i], share);
+   }
+
+   printf("glthreads: creating threads\n");
+
+   /* Create the threads */
+   for (i = 0; i < numThreads; i++) {
+      pthread_create(&WinThreads[i].Thread, NULL, thread_function,
+                     (void*) &WinThreads[i]);
+      printf("glthreads: Created thread %p\n", (void *) WinThreads[i].Thread);
+   }
+
+   if (MultiDisplays)
+      event_loop_multi();
+   else
+      event_loop(dpy);
+
+   clean_up();
+
+   if (MultiDisplays) {
+      for (i = 0; i < numThreads; i++) {
+         XCloseDisplay(WinThreads[i].Dpy);
+      }
+   }
+   else {
+      XCloseDisplay(dpy);
+   }
+
+   return 0;
+}
+
+
+#else /* PTHREADS */
+
+
+#include <stdio.h>
+
+int
+main(int argc, char *argv[])
+{
+   printf("Sorry, this program wasn't compiled with PTHREADS defined.\n");
+   return 0;
+}
+
+
+#endif /* PTHREADS */
diff -Naurp Mesa-7.8.1/progs/xdemos/glxcontexts.c Mesa-7.8.1.patched/progs/xdemos/glxcontexts.c
--- Mesa-7.8.1/progs/xdemos/glxcontexts.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/glxcontexts.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,548 @@
+/*
+ * Copyright (C) 1999-2001  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.
+ */
+
+/*
+ * Version of glxgears that creates/destroys the rendering context for each
+ * frame.  Also periodically destroy/recreate the window.
+ * Good for finding memory leaks, etc.
+ *
+ * Command line options:
+ *    -info      print GL implementation information
+ *
+ */
+
+
+#include <assert.h>
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <X11/Xlib.h>
+#include <X11/keysym.h>
+#include <GL/gl.h>
+#include <GL/glx.h>
+
+
+#define BENCHMARK
+
+#ifdef BENCHMARK
+
+/* XXX this probably isn't very portable */
+
+#include <sys/time.h>
+#include <unistd.h>
+
+/* return current time (in seconds) */
+static double
+current_time(void)
+{
+   struct timeval tv;
+#ifdef __VMS
+   (void) gettimeofday(&tv, NULL );
+#else
+   struct timezone tz;
+   (void) gettimeofday(&tv, &tz);
+#endif
+   return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
+}
+
+#else /*BENCHMARK*/
+
+/* dummy */
+static double
+current_time(void)
+{
+   /* update this function for other platforms! */
+   static double t = 0.0;
+   static int warn = 1;
+   if (warn) {
+      fprintf(stderr, "Warning: current_time() not implemented!!\n");
+      warn = 0;
+   }
+   return t += 1.0;
+}
+
+#endif /*BENCHMARK*/
+
+
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+static XVisualInfo *visinfo = NULL;
+static int WinWidth = 300, WinHeight = 300;
+
+
+/*
+ *
+ *  Draw a gear wheel.  You'll probably want to call this function when
+ *  building a display list since we do a lot of trig here.
+ * 
+ *  Input:  inner_radius - radius of hole at center
+ *          outer_radius - radius at center of teeth
+ *          width - width of gear
+ *          teeth - number of teeth
+ *          tooth_depth - depth of tooth
+ */
+static void
+gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+     GLint teeth, GLfloat tooth_depth)
+{
+   GLint i;
+   GLfloat r0, r1, r2;
+   GLfloat angle, da;
+   GLfloat u, v, len;
+
+   r0 = inner_radius;
+   r1 = outer_radius - tooth_depth / 2.0;
+   r2 = outer_radius + tooth_depth / 2.0;
+
+   da = 2.0 * M_PI / teeth / 4.0;
+
+   glShadeModel(GL_FLAT);
+
+   glNormal3f(0.0, 0.0, 1.0);
+
+   /* draw front face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw front sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+   }
+   glEnd();
+
+   glNormal3f(0.0, 0.0, -1.0);
+
+   /* draw back face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    -width * 0.5);
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw back sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+   }
+   glEnd();
+
+   /* draw outward faces of teeth */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      u = r2 * cos(angle + da) - r1 * cos(angle);
+      v = r2 * sin(angle + da) - r1 * sin(angle);
+      len = sqrt(u * u + v * v);
+      u /= len;
+      v /= len;
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
+      v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+   }
+
+   glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
+   glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
+
+   glEnd();
+
+   glShadeModel(GL_SMOOTH);
+
+   /* draw inside radius cylinder */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glNormal3f(-cos(angle), -sin(angle), 0.0);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+   }
+   glEnd();
+}
+
+
+static void
+do_draw(void)
+{
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+   glPushMatrix();
+   glRotatef(view_rotx, 1.0, 0.0, 0.0);
+   glRotatef(view_roty, 0.0, 1.0, 0.0);
+   glRotatef(view_rotz, 0.0, 0.0, 1.0);
+
+   glPushMatrix();
+   glTranslatef(-3.0, -2.0, 0.0);
+   glRotatef(angle, 0.0, 0.0, 1.0);
+   glCallList(gear1);
+   glPopMatrix();
+
+   glPushMatrix();
+   glTranslatef(3.1, -2.0, 0.0);
+   glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
+   glCallList(gear2);
+   glPopMatrix();
+
+   glPushMatrix();
+   glTranslatef(-3.1, 4.2, 0.0);
+   glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
+   glCallList(gear3);
+   glPopMatrix();
+
+   glPopMatrix();
+}
+
+
+/* new window size or exposure */
+static void
+reshape(int width, int height)
+{
+   glViewport(0, 0, (GLint) width, (GLint) height);
+
+   {
+      GLfloat h = (GLfloat) height / (GLfloat) width;
+
+      glMatrixMode(GL_PROJECTION);
+      glLoadIdentity();
+      glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+   }
+   
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0.0, 0.0, -40.0);
+}
+
+
+static void
+init(void)
+{
+   static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
+   static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
+   static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
+   static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
+
+   glLightfv(GL_LIGHT0, GL_POSITION, pos);
+   glEnable(GL_CULL_FACE);
+   glEnable(GL_LIGHTING);
+   glEnable(GL_LIGHT0);
+   glEnable(GL_DEPTH_TEST);
+
+   /* make the gears */
+   gear1 = glGenLists(1);
+   glNewList(gear1, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+   gear(1.0, 4.0, 1.0, 20, 0.7);
+   glEndList();
+
+   gear2 = glGenLists(1);
+   glNewList(gear2, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+   gear(0.5, 2.0, 2.0, 10, 0.7);
+   glEndList();
+
+   gear3 = glGenLists(1);
+   glNewList(gear3, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+   gear(1.3, 2.0, 0.5, 10, 0.7);
+   glEndList();
+
+   glEnable(GL_NORMALIZE);
+}
+   
+
+static void
+draw( Display *dpy, Window win )
+{
+   GLXContext ctx;
+
+   ctx = glXCreateContext( dpy, visinfo, NULL, True );
+   if (!ctx) {
+      printf("Error: glXCreateContext failed\n");
+      exit(1);
+   }
+
+   glXMakeCurrent(dpy, win, ctx);
+
+   init();
+
+   reshape(WinWidth, WinHeight);
+
+   do_draw();
+
+   glDeleteLists(gear1, 1);
+   glDeleteLists(gear2, 1);
+   glDeleteLists(gear3, 1);
+
+   glXSwapBuffers(dpy, win);
+   glXDestroyContext(dpy, ctx);
+}
+
+
+/*
+ * Create an RGB, double-buffered window.
+ * Return the window and context handles.
+ */
+static void
+make_window( Display *dpy, const char *name,
+             int x, int y, int width, int height,
+             Window *winRet)
+{
+   int attribs[] = { GLX_RGBA,
+                     GLX_RED_SIZE, 1,
+                     GLX_GREEN_SIZE, 1,
+                     GLX_BLUE_SIZE, 1,
+                     GLX_DOUBLEBUFFER,
+                     GLX_DEPTH_SIZE, 1,
+                     None };
+   int scrnum;
+   XSetWindowAttributes attr;
+   unsigned long mask;
+   Window root;
+   Window win;
+
+   scrnum = DefaultScreen( dpy );
+   root = RootWindow( dpy, scrnum );
+
+   if (visinfo)
+	   XFree(visinfo);
+
+   visinfo = glXChooseVisual( dpy, scrnum, attribs );
+   if (!visinfo) {
+      printf("Error: couldn't get an RGB, Double-buffered visual\n");
+      exit(1);
+   }
+
+   /* window attributes */
+   attr.background_pixel = 0;
+   attr.border_pixel = 0;
+   attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone);
+   attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
+   attr.override_redirect = 0;
+   mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect;
+
+   win = XCreateWindow( dpy, root, x, y, width, height,
+		        0, visinfo->depth, InputOutput,
+		        visinfo->visual, mask, &attr );
+
+   /* set hints and properties */
+   {
+      XSizeHints sizehints;
+      sizehints.x = x;
+      sizehints.y = y;
+      sizehints.width  = width;
+      sizehints.height = height;
+      sizehints.flags = USSize | USPosition;
+      XSetNormalHints(dpy, win, &sizehints);
+      XSetStandardProperties(dpy, win, name, name,
+                              None, (char **)NULL, 0, &sizehints);
+   }
+
+   *winRet = win;
+}
+
+
+static void
+event_loop(Display *dpy)
+{
+   Window win;
+   make_window(dpy, "glxgears", 0, 0, WinWidth, WinHeight, &win);
+   XMapWindow(dpy, win);
+
+   while (1) {
+      while (XPending(dpy) > 0) {
+         XEvent event;
+         XNextEvent(dpy, &event);
+         switch (event.type) {
+	 case Expose:
+            /* we'll redraw below */
+	    break;
+	 case ConfigureNotify:
+            WinWidth = event.xconfigure.width;
+            WinHeight = event.xconfigure.height;
+	    break;
+         case KeyPress:
+            {
+               char buffer[10];
+               int r, code;
+               code = XLookupKeysym(&event.xkey, 0);
+               if (code == XK_Left) {
+                  view_roty += 5.0;
+               }
+               else if (code == XK_Right) {
+                  view_roty -= 5.0;
+               }
+               else if (code == XK_Up) {
+                  view_rotx += 5.0;
+               }
+               else if (code == XK_Down) {
+                  view_rotx -= 5.0;
+               }
+               else {
+                  r = XLookupString(&event.xkey, buffer, sizeof(buffer),
+                                    NULL, NULL);
+                  if (buffer[0] == 27) {
+                     /* escape */
+                     return;
+                  }
+               }
+            }
+         }
+      }
+
+      {
+         static int frames = 0;
+         static double tRot0 = -1.0, tRate0 = -1.0;
+         double dt, t = current_time();
+         if (tRot0 < 0.0)
+            tRot0 = t;
+         dt = t - tRot0;
+         tRot0 = t;
+
+         /* advance rotation for next frame */
+         angle += 70.0 * dt;  /* 70 degrees per second */
+         if (angle > 3600.0)
+	    angle -= 3600.0;
+
+         draw( dpy, win );
+
+         frames++;
+
+         if (tRate0 < 0.0)
+            tRate0 = t;
+
+         if (t - tRate0 >= 1.0) {
+            GLfloat seconds = t - tRate0;
+            GLfloat fps = frames / seconds;
+            printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
+                   fps);
+            tRate0 = t;
+
+            /* Destroy window and create new one */	    
+	    XDestroyWindow(dpy, win);
+	    make_window(dpy, "glxgears",
+                        (int)(fps * 100) % 100, (int)(fps * 100) % 100, /* x,y */
+                        WinWidth, WinHeight, &win);
+	    XMapWindow(dpy, win);
+
+            frames = 0;
+         }
+      }
+   }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   Display *dpy;
+   char *dpyName = NULL;
+   GLboolean printInfo = GL_FALSE;
+   int i;
+
+   for (i = 1; i < argc; i++) {
+      if (strcmp(argv[i], "-display") == 0) {
+         dpyName = argv[i+1];
+         i++;
+      }
+      else if (strcmp(argv[i], "-info") == 0) {
+         printInfo = GL_TRUE;
+      }
+      else
+	 printf("Warrning: unknown parameter: %s\n", argv[i]);
+   }
+
+   dpy = XOpenDisplay(dpyName);
+   if (!dpy) {
+      fprintf(stderr, "Error: couldn't open display %s\n",
+	      XDisplayName(dpyName));
+      return -1;
+   }
+
+   if (printInfo) {
+      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
+      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
+      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
+      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+   }
+
+   event_loop(dpy);
+
+   XCloseDisplay(dpy);
+
+   return 0;
+}
diff -Naurp Mesa-7.8.1/progs/xdemos/glxdemo.c Mesa-7.8.1.patched/progs/xdemos/glxdemo.c
--- Mesa-7.8.1/progs/xdemos/glxdemo.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/glxdemo.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,127 @@
+
+
+/*
+ * A demonstration of using the GLX functions.  This program is in the
+ * public domain.
+ *
+ * Brian Paul
+ */
+
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+
+
+static void redraw( Display *dpy, Window w )
+{
+   printf("Redraw event\n");
+
+   glClear( GL_COLOR_BUFFER_BIT );
+
+   glColor3f( 1.0, 1.0, 0.0 );
+   glRectf( -0.8, -0.8, 0.8, 0.8 );
+
+   glXSwapBuffers( dpy, w );
+}
+
+
+
+static void resize( unsigned int width, unsigned int height )
+{
+   printf("Resize event\n");
+   glViewport( 0, 0, width, height );
+   glMatrixMode( GL_PROJECTION );
+   glLoadIdentity();
+   glOrtho( -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 );
+}
+
+
+
+static Window make_rgb_db_window( Display *dpy,
+				  unsigned int width, unsigned int height )
+{
+   int attrib[] = { GLX_RGBA,
+		    GLX_RED_SIZE, 1,
+		    GLX_GREEN_SIZE, 1,
+		    GLX_BLUE_SIZE, 1,
+		    GLX_DOUBLEBUFFER,
+		    None };
+   int scrnum;
+   XSetWindowAttributes attr;
+   unsigned long mask;
+   Window root;
+   Window win;
+   GLXContext ctx;
+   XVisualInfo *visinfo;
+
+   scrnum = DefaultScreen( dpy );
+   root = RootWindow( dpy, scrnum );
+
+   visinfo = glXChooseVisual( dpy, scrnum, attrib );
+   if (!visinfo) {
+      printf("Error: couldn't get an RGB, Double-buffered visual\n");
+      exit(1);
+   }
+
+   /* window attributes */
+   attr.background_pixel = 0;
+   attr.border_pixel = 0;
+   attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone);
+   attr.event_mask = StructureNotifyMask | ExposureMask;
+   mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
+
+   win = XCreateWindow( dpy, root, 0, 0, width, height,
+		        0, visinfo->depth, InputOutput,
+		        visinfo->visual, mask, &attr );
+
+   ctx = glXCreateContext( dpy, visinfo, NULL, True );
+   if (!ctx) {
+      printf("Error: glXCreateContext failed\n");
+      exit(1);
+   }
+
+   glXMakeCurrent( dpy, win, ctx );
+
+   return win;
+}
+
+
+static void event_loop( Display *dpy )
+{
+   XEvent event;
+
+   while (1) {
+      XNextEvent( dpy, &event );
+
+      switch (event.type) {
+	 case Expose:
+	    redraw( dpy, event.xany.window );
+	    break;
+	 case ConfigureNotify:
+	    resize( event.xconfigure.width, event.xconfigure.height );
+	    break;
+      }
+   }
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+   Display *dpy;
+   Window win;
+
+   dpy = XOpenDisplay(NULL);
+
+   win = make_rgb_db_window( dpy, 300, 300 );
+
+   glShadeModel( GL_FLAT );
+   glClearColor( 0.5, 0.5, 0.5, 1.0 );
+
+   XMapWindow( dpy, win );
+
+   event_loop( dpy );
+   return 0;
+}
diff -Naurp Mesa-7.8.1/progs/xdemos/glxgears.c Mesa-7.8.1.patched/progs/xdemos/glxgears.c
--- Mesa-7.8.1/progs/xdemos/glxgears.c	1970-01-01 01:00:00.000000000 +0100
+++ Mesa-7.8.1.patched/progs/xdemos/glxgears.c	2010-06-13 13:45:06.789793146 +0200
@@ -0,0 +1,787 @@
+/*
+ * Copyright (C) 1999-2001  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.
+ */
+
+/*
+ * This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT)
+ * Port by Brian Paul  23 March 2001
+ *
+ * See usage() below for command line options.
+ */
+
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <X11/Xlib.h>
+#include <X11/keysym.h>
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <GL/glxext.h>
+
+#ifndef GLX_MESA_swap_control
+#define GLX_MESA_swap_control 1
+typedef int (*PFNGLXGETSWAPINTERVALMESAPROC)(void);
+#endif
+
+
+#define BENCHMARK
+
+#ifdef BENCHMARK
+
+/* XXX this probably isn't very portable */
+
+#include <sys/time.h>
+#include <unistd.h>
+
+/* return current time (in seconds) */
+static double
+current_time(void)
+{
+   struct timeval tv;
+#ifdef __VMS
+   (void) gettimeofday(&tv, NULL );
+#else
+   struct timezone tz;
+   (void) gettimeofday(&tv, &tz);
+#endif
+   return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
+}
+
+#else /*BENCHMARK*/
+
+/* dummy */
+static double
+current_time(void)
+{
+   /* update this function for other platforms! */
+   static double t = 0.0;
+   static int warn = 1;
+   if (warn) {
+      fprintf(stderr, "Warning: current_time() not implemented!!\n");
+      warn = 0;
+   }
+   return t += 1.0;
+}
+
+#endif /*BENCHMARK*/
+
+
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+
+/** Event handler results: */
+#define NOP 0
+#define EXIT 1
+#define DRAW 2
+
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+static GLboolean fullscreen = GL_FALSE;	/* Create a single fullscreen window */
+static GLboolean stereo = GL_FALSE;	/* Enable stereo.  */
+static GLboolean animate = GL_TRUE;	/* Animation */
+static GLfloat eyesep = 5.0;		/* Eye separation. */
+static GLfloat fix_point = 40.0;	/* Fixation point distance.  */
+static GLfloat left, right, asp;	/* Stereo frustum params.  */
+
+
+/*
+ *
+ *  Draw a gear wheel.  You'll probably want to call this function when
+ *  building a display list since we do a lot of trig here.
+ * 
+ *  Input:  inner_radius - radius of hole at center
+ *          outer_radius - radius at center of teeth
+ *          width - width of gear
+ *          teeth - number of teeth
+ *          tooth_depth - depth of tooth
+ */
+static void
+gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+     GLint teeth, GLfloat tooth_depth)
+{
+   GLint i;
+   GLfloat r0, r1, r2;
+   GLfloat angle, da;
+   GLfloat u, v, len;
+
+   r0 = inner_radius;
+   r1 = outer_radius - tooth_depth / 2.0;
+   r2 = outer_radius + tooth_depth / 2.0;
+
+   da = 2.0 * M_PI / teeth / 4.0;
+
+   glShadeModel(GL_FLAT);
+
+   glNormal3f(0.0, 0.0, 1.0);
+
+   /* draw front face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw front sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+   }
+   glEnd();
+
+   glNormal3f(0.0, 0.0, -1.0);
+
+   /* draw back face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    -width * 0.5);
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw back sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+   }
+   glEnd();
+
+   /* draw outward faces of teeth */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      u = r2 * cos(angle + da) - r1 * cos(angle);
+      v = r2 * sin(angle + da) - r1 * sin(angle);
+      len = sqrt(u * u + v * v);
+      u /= len;
+      v /= len;
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
+      v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+   }
+
+   glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
+   glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
+
+   glEnd();
+
+   glShadeModel(GL_SMOOTH);
+
+   /* draw inside radius cylinder */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glNormal3f(-cos(angle), -sin(angle), 0.0);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+   }
+   glEnd();
+}
+
+
+static void
+draw(void)
+{
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+   glPushMatrix();
+   glRotatef(view_rotx, 1.0, 0.0, 0.0);
+   glRotatef(view_roty, 0.0, 1.0, 0.0);
+   glRotatef(view_rotz, 0.0, 0.0, 1.0);
+
+   glPushMatrix();
+   glTranslatef(-3.0, -2.0, 0.0);
+   glRotatef(angle, 0.0, 0.0, 1.0);
+   glCallList(gear1);
+   glPopMatrix();
+
+   glPushMatrix();
+   glTranslatef(3.1, -2.0, 0.0);
+   glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
+   glCallList(gear2);
+   glPopMatrix();
+
+   glPushMatrix();
+   glTranslatef(-3.1, 4.2, 0.0);
+   glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
+   glCallList(gear3);
+   glPopMatrix();
+
+   glPopMatrix();
+}
+
+
+static void
+draw_gears(void)
+{
+   if (stereo) {
+      /* First left eye.  */
+      glDrawBuffer(GL_BACK_LEFT);
+
+      glMatrixMode(GL_PROJECTION);
+      glLoadIdentity();
+      glFrustum(left, right, -asp, asp, 5.0, 60.0);
+
+      glMatrixMode(GL_MODELVIEW);
+
+      glPushMatrix();
+      glTranslated(+0.5 * eyesep, 0.0, 0.0);
+      draw();
+      glPopMatrix();
+
+      /* Then right eye.  */
+      glDrawBuffer(GL_BACK_RIGHT);
+
+      glMatrixMode(GL_PROJECTION);
+      glLoadIdentity();
+      glFrustum(-right, -left, -asp, asp, 5.0, 60.0);
+
+      glMatrixMode(GL_MODELVIEW);
+
+      glPushMatrix();
+      glTranslated(-0.5 * eyesep, 0.0, 0.0);
+      draw();
+      glPopMatrix();
+   }
+   else {
+      draw();
+   }
+}
+
+
+/** Draw single frame, do SwapBuffers, compute FPS */
+static void
+draw_frame(Display *dpy, Window win)
+{
+   static int frames = 0;
+   static double tRot0 = -1.0, tRate0 = -1.0;
+   double dt, t = current_time();
+
+   if (tRot0 <