unsigned rt_enable;
unsigned scissor_off;
unsigned num_vtxelts;
+ int index_bias;
boolean prim_restart;
struct nv30_fragprog *fragprog;
} state;
struct nouveau_heap *blit_vp;
struct pipe_resource *blit_fp;
- /*XXX: nvfx state, DO NOT USE EVER OUTSIDE "STOLEN" NVFX code */
- unsigned is_nv4x;
- unsigned use_nv4x;
- bool hw_pointsprite_control;
- enum {
- HW,
- } render_mode;
-
struct pipe_query *render_cond_query;
unsigned render_cond_mode;
boolean render_cond_cond;
void
nv40_verttex_validate(struct nv30_context *nv30);
+void
+nv30_fragtex_sampler_states_bind(struct pipe_context *pipe,
+ unsigned nr, void **hwcso);
+
+void
+nv40_verttex_sampler_states_bind(struct pipe_context *pipe,
+ unsigned nr, void **hwcso);
+
+void
+nv40_verttex_set_sampler_views(struct pipe_context *pipe, unsigned nr,
+ struct pipe_sampler_view **views);
+
+void
+nv30_fragtex_set_sampler_views(struct pipe_context *pipe,
+ unsigned nr, struct pipe_sampler_view **views);
+
void
nv30_push_vbo(struct nv30_context *nv30, const struct pipe_draw_info *info);
nv30_render_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info);
boolean
-nv30_state_validate(struct nv30_context *nv30, boolean hwtnl);
+nv30_state_validate(struct nv30_context *nv30, uint32_t mask, boolean hwtnl);
void
nv30_state_release(struct nv30_context *nv30);
-//XXX: needed to make it build, clean this up!
-void
-_nvfx_fragprog_translate(struct nv30_context *nvfx, struct nv30_fragprog *fp,
- boolean emulate_sprite_flipping);
-
-boolean
-_nvfx_vertprog_translate(struct nv30_context *nv30, struct nv30_vertprog *vp);
-
#ifdef NV30_3D_VERTEX_BEGIN_END
#define NV30_PRIM_GL_CASE(n) \
case PIPE_PRIM_##n: return NV30_3D_VERTEX_BEGIN_END_##n