+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
+ f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
+ f->NewFramebufferSRGB = ST_NEW_FB_STATE;
+ f->NewScissorRect = ST_NEW_SCISSOR;
+ f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
+ f->NewAlphaTest = ST_NEW_DSA;
+ f->NewBlend = ST_NEW_BLEND;
+ f->NewBlendColor = ST_NEW_BLEND_COLOR;
+ f->NewColorMask = ST_NEW_BLEND;
+ f->NewDepth = ST_NEW_DSA;
+ f->NewLogicOp = ST_NEW_BLEND;
+ f->NewStencil = ST_NEW_DSA;
+ f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
+ ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
+ f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
+ f->NewSampleMask = ST_NEW_SAMPLE_MASK;
+ f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
+
+ /* This depends on what the gallium driver wants. */
+ if (st->force_persample_in_shader) {
+ f->NewMultisampleEnable |= ST_NEW_FS_STATE;
+ f->NewSampleShading |= ST_NEW_FS_STATE;
+ } else {
+ f->NewSampleShading |= ST_NEW_RASTERIZER;
+ }
+
+ f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
+ f->NewClipPlane = ST_NEW_CLIP_STATE;
+ f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
+ f->NewDepthClamp = ST_NEW_RASTERIZER;
+ f->NewLineState = ST_NEW_RASTERIZER;
+ f->NewPolygonState = ST_NEW_RASTERIZER;
+ f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
+ f->NewViewport = ST_NEW_VIEWPORT;