#include "r300_screen.h"
#include "r300_state_inlines.h"
+struct rX00_fragment_program_code;
+struct r300_vertex_program_code;
+
void r300_emit_blend_state(struct r300_context* r300,
struct r300_blend_state* blend);
void r300_emit_dsa_state(struct r300_context* r300,
struct r300_dsa_state* dsa);
-void r300_emit_fragment_shader(struct r300_context* r300,
- struct r3xx_fragment_shader* fs);
+void r300_emit_fragment_program_code(struct r300_context* r300,
+ struct rX00_fragment_program_code* generic_code,
+ struct r300_constant_buffer* externals);
-void r500_emit_fragment_shader(struct r300_context* r300,
- struct r5xx_fragment_shader* fs);
+void r500_emit_fragment_program_code(struct r300_context* r300,
+ struct rX00_fragment_program_code* generic_code,
+ struct r300_constant_buffer* externals);
void r300_emit_fb_state(struct r300_context* r300,
struct pipe_framebuffer_state* fb);
+void r300_emit_query_begin(struct r300_context* r300,
+ struct r300_query* query);
+void r300_emit_query_end(struct r300_context* r300);
+
void r300_emit_rs_state(struct r300_context* r300, struct r300_rs_state* rs);
void r300_emit_rs_block_state(struct r300_context* r300,
void r300_emit_vertex_format_state(struct r300_context* r300);
+void r300_emit_vertex_program_code(struct r300_context* r300,
+ struct r300_vertex_program_code* code,
+ struct r300_constant_buffer* constants);
+
void r300_emit_vertex_shader(struct r300_context* r300,
struct r300_vertex_shader* vs);