nv10 state copy/pasted from nv30 state
authorPatrice Mandin <pmandin@freedesktop.org>
Thu, 16 Nov 2006 19:50:56 +0000 (19:50 +0000)
committerPatrice Mandin <pmandin@freedesktop.org>
Thu, 16 Nov 2006 19:50:56 +0000 (19:50 +0000)
src/mesa/drivers/dri/nouveau/nv10_state.c [new file with mode: 0644]

diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c
new file mode 100644 (file)
index 0000000..e752905
--- /dev/null
@@ -0,0 +1,498 @@
+/**************************************************************************
+
+Copyright 2006 Nouveau
+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
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
+ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP 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.
+
+**************************************************************************/
+
+#include "nouveau_context.h"
+#include "nouveau_object.h"
+#include "nouveau_fifo.h"
+#include "nouveau_reg.h"
+
+#include "tnl/t_pipeline.h"
+
+#include "mtypes.h"
+#include "colormac.h"
+
+void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       GLubyte ubRef;
+       CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
+
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC, 2);
+       OUT_RING(func);     /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC */
+       OUT_RING(ubRef);    /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF  */
+}
+
+void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); 
+       GLubyte cf[4];
+
+       CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]);
+       CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]);
+       CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
+       CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
+
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+       OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+}
+
+void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+       OUT_RING((modeA<<16) | modeRGB);
+}
+
+
+void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
+               GLenum sfactorA, GLenum dfactorA)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+       OUT_RING((sfactorA<<16) | sfactorRGB);
+       OUT_RING((dfactorA<<16) | dfactorRGB);
+}
+
+/*
+void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       GLubyte c[4];
+       UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
+       OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
+}
+
+void nv30ClearDepth(GLcontext *ctx, GLclampd d)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+       OUT_RING(nmesa->clear_value);
+}
+*/
+
+/* we're don't support indexed buffers
+   void (*ClearIndex)(GLcontext *ctx, GLuint index)
+ */
+
+/*
+void nv30ClearStencil(GLcontext *ctx, GLint s)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+       OUT_RING(nmesa->clear_value);
+}
+*/
+
+void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
+       OUT_RINGf(equation[0]);
+       OUT_RINGf(equation[1]);
+       OUT_RINGf(equation[2]);
+       OUT_RINGf(equation[3]);
+}
+
+/* Seems does not support alpha in color mask */
+void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+               GLboolean bmask, GLboolean amask )
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
+       OUT_RING(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
+}
+
+void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
+{
+       // TODO I need sex
+}
+
+void nv10CullFace(GLcontext *ctx, GLenum mode)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+       OUT_RING(mode);
+}
+
+void nv10FrontFace(GLcontext *ctx, GLenum mode)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+       OUT_RING(mode);
+}
+
+void nv10DepthFunc(GLcontext *ctx, GLenum func)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+       OUT_RING(func);
+}
+
+void nv10DepthMask(GLcontext *ctx, GLboolean flag)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_MASK, 1);
+       OUT_RING(flag);
+}
+
+void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
+       OUT_RINGf(nearval);
+       OUT_RINGf(farval);
+}
+
+/** Specify the current buffer for writing */
+//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
+/** Specify the buffers for writing for fragment programs*/
+//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
+
+void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       switch(cap)
+       {
+               case GL_ALPHA_TEST:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_AUTO_NORMAL:
+               case GL_BLEND:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_CLIP_PLANE0:
+               case GL_CLIP_PLANE1:
+               case GL_CLIP_PLANE2:
+               case GL_CLIP_PLANE3:
+               case GL_CLIP_PLANE4:
+               case GL_CLIP_PLANE5:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+                       OUT_RING(state);
+                       break;
+               case GL_COLOR_LOGIC_OP:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_COLOR_MATERIAL:
+//             case GL_COLOR_SUM_EXT:
+//             case GL_COLOR_TABLE:
+//             case GL_CONVOLUTION_1D:
+//             case GL_CONVOLUTION_2D:
+               case GL_CULL_FACE:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_DEPTH_TEST:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_DITHER:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_FOG:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_HISTOGRAM:
+//             case GL_INDEX_LOGIC_OP:
+               case GL_LIGHT0:
+               case GL_LIGHT1:
+               case GL_LIGHT2:
+               case GL_LIGHT3:
+               case GL_LIGHT4:
+               case GL_LIGHT5:
+               case GL_LIGHT6:
+               case GL_LIGHT7:
+                       {
+                       uint32_t mask=1<<(2*(cap-GL_LIGHT0));
+                       nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
+                       if (nmesa->lighting_enabled)
+                       {
+                               BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+                               OUT_RING(nmesa->enabled_lights);
+                       }
+                       break;
+                       }
+               case GL_LIGHTING:
+                       nmesa->lighting_enabled=state;
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+                       if (nmesa->lighting_enabled)
+                               OUT_RING(nmesa->enabled_lights);
+                       else
+                               OUT_RING(0x0);
+                       break;
+//             case GL_LINE_SMOOTH:
+//             case GL_LINE_STIPPLE:
+//             case GL_MAP1_COLOR_4:
+//             case GL_MAP1_INDEX:
+//             case GL_MAP1_NORMAL:
+//             case GL_MAP1_TEXTURE_COORD_1:
+//             case GL_MAP1_TEXTURE_COORD_2:
+//             case GL_MAP1_TEXTURE_COORD_3:
+//             case GL_MAP1_TEXTURE_COORD_4:
+//             case GL_MAP1_VERTEX_3:
+//             case GL_MAP1_VERTEX_4:
+//             case GL_MAP2_COLOR_4:
+//             case GL_MAP2_INDEX:
+//             case GL_MAP2_NORMAL:
+//             case GL_MAP2_TEXTURE_COORD_1:
+//             case GL_MAP2_TEXTURE_COORD_2:
+//             case GL_MAP2_TEXTURE_COORD_3:
+//             case GL_MAP2_TEXTURE_COORD_4:
+//             case GL_MAP2_VERTEX_3:
+//             case GL_MAP2_VERTEX_4:
+//             case GL_MINMAX:
+               case GL_NORMALIZE:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_POINT_SMOOTH:
+               case GL_POLYGON_OFFSET_POINT:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_OFFSET_LINE:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_OFFSET_FILL:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_SMOOTH:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_LINE_SMOOTH:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POINT_SMOOTH:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_POLYGON_STIPPLE:
+//             case GL_POST_COLOR_MATRIX_COLOR_TABLE:
+//             case GL_POST_CONVOLUTION_COLOR_TABLE:
+//             case GL_RESCALE_NORMAL:
+//             case GL_SCISSOR_TEST:
+//             case GL_SEPARABLE_2D:
+               case GL_STENCIL_TEST:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_TEXTURE_GEN_Q:
+//             case GL_TEXTURE_GEN_R:
+//             case GL_TEXTURE_GEN_S:
+//             case GL_TEXTURE_GEN_T:
+//             case GL_TEXTURE_1D:
+//             case GL_TEXTURE_2D:
+//             case GL_TEXTURE_3D:
+       }
+}
+
+void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+    switch(pname)
+    {
+        case GL_FOG_MODE:
+            BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+            //OUT_RING (params);
+            break;
+            /* TODO: unsure about the rest.*/
+        default:
+            break;
+    }
+
+}
+   
+void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
+{
+       // TODO I need sex (fog and line_smooth hints)
+}
+
+// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+
+void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       /* not sure where the fourth param value goes...*/
+       switch(pname)
+       {
+               case GL_AMBIENT:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_AMBIENT(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(params[2]);
+                       break;
+               case GL_DIFFUSE:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_DIFFUSE(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(params[2]);
+                       break;
+               case GL_SPECULAR:
+                       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPECULAR(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(params[2]);
+                       break;
+#if 0
+               case GL_SPOT_DIRECTION:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(params[2]);
+                       break;
+               case GL_POSITION:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(params[2]);
+                       break;
+               case GL_SPOT_EXPONENT:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+                       OUT_RINGf(*params);
+                       break;
+               case GL_SPOT_CUTOFF:
+                       /* you can't factor these */
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
+                       OUT_RINGf(params[0]);
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
+                       OUT_RINGf(params[1]);
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
+                       OUT_RINGf(params[2]);
+                       break;
+               case GL_CONSTANT_ATTENUATION:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+                       OUT_RINGf(*params);
+                       break;
+               case GL_LINEAR_ATTENUATION:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+                       OUT_RINGf(*params);
+                       break;
+               case GL_QUADRATIC_ATTENUATION:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+                       OUT_RINGf(*params);
+                       break;
+#endif
+               default:
+                       break;
+       }
+}
+
+/** Set the lighting model parameters */
+void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+
+/*
+void nv30LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
+       OUT_RING((pattern << 16) | factor);
+}
+
+void nv30LineWidth(GLcontext *ctx, GLfloat width)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
+       OUT_RINGf(width);
+}
+*/
+
+void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP, 1);
+       OUT_RING(opcode);
+}
+
+void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+       /*TODO: not sure what goes here. */
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       
+}
+
+/** Specify the diameter of rasterized points */
+void nv10PointSize(GLcontext *ctx, GLfloat size)
+{
+    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+    BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+    OUT_RINGf(size);
+}
+
+/** Select a polygon rasterization mode */
+void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
+/** Set the scale and units used to calculate depth values */
+void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+/** Set the polygon stippling pattern */
+void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
+/* Specifies the current buffer for reading */
+void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
+/** Set rasterization mode */
+void (*RenderMode)(GLcontext *ctx, GLenum mode );
+/** Define the scissor box */
+void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+/** Select flat or smooth shading */
+void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+/** OpenGL 2.0 two-sided StencilFunc */
+void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
+               GLint ref, GLuint mask);
+/** OpenGL 2.0 two-sided StencilMask */
+void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
+/** OpenGL 2.0 two-sided StencilOp */
+void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
+               GLenum zfail, GLenum zpass);
+/** Control the generation of texture coordinates */
+void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
+               const GLfloat *params);
+/** Set texture environment parameters */
+void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
+               const GLfloat *param);
+/** Set texture parameters */
+void (*TexParameter)(GLcontext *ctx, GLenum target,
+               struct gl_texture_object *texObj,
+               GLenum pname, const GLfloat *params);
+void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
+
+/** Set the viewport */
+void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+    /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
+    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+    BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+    OUT_RING((w << 16) | x);
+    OUT_RING((h << 16) | y);
+}
+