+#include "main/samplerobj.h"
+
+void
+nv20_emit_tex_gen(struct gl_context *ctx, int emit)
+{
+ const int i = emit - NOUVEAU_STATE_TEX_GEN0;
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
+ struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
+ int j;
+
+ for (j = 0; j < 4; j++) {
+ if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
+ struct gl_texgen *coord = get_texgen_coord(unit, j);
+ float *k = get_texgen_coeff(coord);
+
+ if (k) {
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
+ PUSH_DATAp(push, k, 4);
+ }
+
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
+ PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
+
+ } else {
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
+ PUSH_DATA (push, 0);
+ }
+ }
+}
+
+void
+nv20_emit_tex_mat(struct gl_context *ctx, int emit)
+{
+ const int i = emit - NOUVEAU_STATE_TEX_MAT0;
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
+
+ if (nctx->fallback == HWTNL &&
+ (ctx->Texture._TexMatEnabled & 1 << i)) {
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
+ PUSH_DATA (push, 1);
+
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
+ PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
+
+ } else {
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
+ PUSH_DATA (push, 0);
+ }
+}