i965/nir: Do not scalarize phis in non-scalar setups
[mesa.git] / src / mesa / drivers / dri / nouveau / nv10_context.c
index d1afa87c8aade047d59dded292b5c1b983f3af42..00a935880e0851eb79d75770e36b82de777a393d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (C) 2009 Francisco Jerez.
+ * Copyright (C) 2009-2010 Francisco Jerez.
  * All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining
  *
  */
 
+#include <stdbool.h>
+#include "main/state.h"
 #include "nouveau_driver.h"
 #include "nouveau_context.h"
 #include "nouveau_fbo.h"
 #include "nouveau_util.h"
-#include "nouveau_class.h"
+#include "nv_object.xml.h"
+#include "nv10_3d.xml.h"
+#include "nv04_driver.h"
 #include "nv10_driver.h"
 
+static GLboolean
+use_fast_zclear(struct gl_context *ctx, GLbitfield buffers)
+{
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+       struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+       if (buffers & BUFFER_BIT_STENCIL) {
+               /*
+                * The stencil test is bypassed when fast Z clears are
+                * enabled.
+                */
+               nctx->hierz.clear_blocked = GL_TRUE;
+               context_dirty(ctx, ZCLEAR);
+               return GL_FALSE;
+       }
+
+       return !nctx->hierz.clear_blocked &&
+               fb->_Xmax == fb->Width && fb->_Xmin == 0 &&
+               fb->_Ymax == fb->Height && fb->_Ymin == 0;
+}
+
+GLboolean
+nv10_use_viewport_zclear(struct gl_context *ctx)
+{
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+       struct gl_framebuffer *fb = ctx->DrawBuffer;
+       struct gl_renderbuffer *depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+
+       return context_eng3d(ctx)->oclass < NV17_3D_CLASS &&
+               !nctx->hierz.clear_blocked && depthRb &&
+               (_mesa_get_format_bits(depthRb->Format,
+                                      GL_DEPTH_BITS) >= 24);
+}
+
+float
+nv10_transform_depth(struct gl_context *ctx, float z)
+{
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+
+       if (nv10_use_viewport_zclear(ctx))
+               return 2097152.0 * (z + (nctx->hierz.clear_seq & 7));
+       else
+               return ctx->DrawBuffer->_DepthMaxF * z;
+}
+
+static void
+nv10_zclear(struct gl_context *ctx, GLbitfield *buffers)
+{
+       /*
+        * Pre-nv17 cards don't have native support for fast Z clears,
+        * but in some cases we can still "clear" the Z buffer without
+        * actually blitting to it if we're willing to sacrifice a few
+        * bits of depth precision.
+        *
+        * Each time a clear is requested we modify the viewport
+        * transform in such a way that the old contents of the depth
+        * buffer are clamped to the requested clear value when
+        * they're read by the GPU.
+        */
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+       struct gl_framebuffer *fb = ctx->DrawBuffer;
+       struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb);
+       struct nouveau_surface *s = &to_nouveau_renderbuffer(
+               fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;
+
+       if (nv10_use_viewport_zclear(ctx)) {
+               int x, y, w, h;
+               float z = ctx->Depth.Clear;
+               uint32_t value = pack_zs_f(s->format, z, 0);
+
+               get_scissors(fb, &x, &y, &w, &h);
+               *buffers &= ~BUFFER_BIT_DEPTH;
+
+               if (use_fast_zclear(ctx, *buffers)) {
+                       if (nfb->hierz.clear_value != value) {
+                               /* Don't fast clear if we're changing
+                                * the depth value. */
+                               nfb->hierz.clear_value = value;
+
+                       } else if (z == 0.0) {
+                               nctx->hierz.clear_seq++;
+                               context_dirty(ctx, ZCLEAR);
+
+                               if ((nctx->hierz.clear_seq & 7) != 0 &&
+                                   nctx->hierz.clear_seq != 1)
+                                       /* We didn't wrap around -- no need to
+                                        * clear the depth buffer for real. */
+                                       return;
+
+                       } else if (z == 1.0) {
+                               nctx->hierz.clear_seq--;
+                               context_dirty(ctx, ZCLEAR);
+
+                               if ((nctx->hierz.clear_seq & 7) != 7)
+                                       /* No wrap around */
+                                       return;
+                       }
+               }
+
+               value = pack_zs_f(s->format,
+                                 (z + (nctx->hierz.clear_seq & 7)) / 8, 0);
+               context_drv(ctx)->surface_fill(ctx, s, ~0, value, x, y, w, h);
+       }
+}
+
 static void
-nv10_clear(GLcontext *ctx, GLbitfield buffers)
+nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
 {
-       struct nouveau_channel *chan = context_chan(ctx);
-       struct nouveau_grobj *celsius = context_eng3d(ctx);
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+       struct nouveau_pushbuf *push = context_push(ctx);
        struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(
                ctx->DrawBuffer);
+       struct nouveau_surface *s = &to_nouveau_renderbuffer(
+               nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface;
+
+       /* Clear the hierarchical depth buffer */
+       BEGIN_NV04(push, NV17_3D(HIERZ_FILL_VALUE), 1);
+       PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear, 0));
+       BEGIN_NV04(push, NV17_3D(HIERZ_BUFFER_CLEAR), 1);
+       PUSH_DATA (push, 1);
+
+       /* Mark the depth buffer as cleared */
+       if (use_fast_zclear(ctx, *buffers)) {
+               if (nctx->hierz.clear_seq)
+                       *buffers &= ~BUFFER_BIT_DEPTH;
+
+               nfb->hierz.clear_value =
+                       pack_zs_f(s->format, ctx->Depth.Clear, 0);
+               nctx->hierz.clear_seq++;
+
+               context_dirty(ctx, ZCLEAR);
+       }
+}
+
+static void
+nv10_clear(struct gl_context *ctx, GLbitfield buffers)
+{
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+       struct nouveau_pushbuf *push = context_push(ctx);
 
        nouveau_validate_framebuffer(ctx);
 
-       /* Clear the LMA depth buffer, if present. */
-       if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask &&
-           nfb->lma_bo) {
-               struct nouveau_surface *s = &to_nouveau_renderbuffer(
-                       nfb->base._DepthBuffer->Wrapped)->surface;
+       nouveau_pushbuf_bufctx(push, nctx->hw.bufctx);
+       if (nouveau_pushbuf_validate(push)) {
+               nouveau_pushbuf_bufctx(push, NULL);
+               return;
+       }
+
+       if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask) {
+               if (context_eng3d(ctx)->oclass >= NV17_3D_CLASS)
+                       nv17_zclear(ctx, &buffers);
+               else
+                       nv10_zclear(ctx, &buffers);
 
-               BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_FILL_VALUE, 1);
-               OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0));
-               BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_BUFFER_CLEAR, 1);
-               OUT_RING(chan, 1);
+               /* Emit the zclear state if it's dirty */
+               _mesa_update_state(ctx);
        }
 
+       nouveau_pushbuf_bufctx(push, NULL);
        nouveau_clear(ctx, buffers);
 }
 
-GLcontext *
-nv10_context_create(struct nouveau_screen *screen, const GLvisual *visual,
-                   GLcontext *share_ctx)
+static void
+nv10_hwctx_init(struct gl_context *ctx)
+{
+       struct nouveau_pushbuf *push = context_push(ctx);
+       struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
+       struct nv04_fifo *fifo = hw->chan->data;
+       int i;
+
+       BEGIN_NV04(push, NV01_SUBC(3D, OBJECT), 1);
+       PUSH_DATA (push, hw->eng3d->handle);
+       BEGIN_NV04(push, NV10_3D(DMA_NOTIFY), 1);
+       PUSH_DATA (push, hw->ntfy->handle);
+
+       BEGIN_NV04(push, NV10_3D(DMA_TEXTURE0), 3);
+       PUSH_DATA (push, fifo->vram);
+       PUSH_DATA (push, fifo->gart);
+       PUSH_DATA (push, fifo->gart);
+       BEGIN_NV04(push, NV10_3D(DMA_COLOR), 2);
+       PUSH_DATA (push, fifo->vram);
+       PUSH_DATA (push, fifo->vram);
+
+       BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
+       PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV10_3D(RT_HORIZ), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(0)), 1);
+       PUSH_DATA (push, 0x7ff << 16 | 0x800);
+       BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(0)), 1);
+       PUSH_DATA (push, 0x7ff << 16 | 0x800);
+
+       for (i = 1; i < 8; i++) {
+               BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(i)), 1);
+               PUSH_DATA (push, 0);
+               BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(i)), 1);
+               PUSH_DATA (push, 0);
+       }
+
+       BEGIN_NV04(push, SUBC_3D(0x290), 1);
+       PUSH_DATA (push, 0x10 << 16 | 1);
+       BEGIN_NV04(push, SUBC_3D(0x3f4), 1);
+       PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
+       PUSH_DATA (push, 0);
+
+       if (context_eng3d(ctx)->oclass >= NV17_3D_CLASS) {
+               BEGIN_NV04(push, NV17_3D(UNK01AC), 2);
+               PUSH_DATA (push, fifo->vram);
+               PUSH_DATA (push, fifo->vram);
+
+               BEGIN_NV04(push, SUBC_3D(0xd84), 1);
+               PUSH_DATA (push, 0x3);
+
+               BEGIN_NV04(push, NV17_3D(COLOR_MASK_ENABLE), 1);
+               PUSH_DATA (push, 1);
+       }
+
+       if (context_eng3d(ctx)->oclass >= NV15_3D_CLASS) {
+               BEGIN_NV04(push, SUBC_3D(0x120), 3);
+               PUSH_DATA (push, 0);
+               PUSH_DATA (push, 1);
+               PUSH_DATA (push, 2);
+
+               BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
+               PUSH_DATA (push, 0);
+       }
+
+       BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
+       PUSH_DATA (push, 0);
+
+       /* Set state */
+       BEGIN_NV04(push, NV10_3D(FOG_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_FUNC), 2);
+       PUSH_DATA (push, 0x207);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(TEX_ENABLE(0)), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV10_3D(BLEND_FUNC_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(DITHER_ENABLE), 2);
+       PUSH_DATA (push, 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(LINE_SMOOTH_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_WEIGHT_ENABLE), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(BLEND_FUNC_SRC), 4);
+       PUSH_DATA (push, 1);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0x8006);
+       BEGIN_NV04(push, NV10_3D(STENCIL_MASK), 8);
+       PUSH_DATA (push, 0xff);
+       PUSH_DATA (push, 0x207);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0xff);
+       PUSH_DATA (push, 0x1e00);
+       PUSH_DATA (push, 0x1e00);
+       PUSH_DATA (push, 0x1e00);
+       PUSH_DATA (push, 0x1d01);
+       BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(FOG_ENABLE), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(POLYGON_OFFSET_POINT_ENABLE), 3);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(DEPTH_FUNC), 1);
+       PUSH_DATA (push, 0x201);
+       BEGIN_NV04(push, NV10_3D(DEPTH_WRITE_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(DEPTH_TEST_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(POLYGON_OFFSET_FACTOR), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(POINT_SIZE), 1);
+       PUSH_DATA (push, 8);
+       BEGIN_NV04(push, NV10_3D(POINT_PARAMETERS_ENABLE), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(LINE_WIDTH), 1);
+       PUSH_DATA (push, 8);
+       BEGIN_NV04(push, NV10_3D(LINE_SMOOTH_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(POLYGON_MODE_FRONT), 2);
+       PUSH_DATA (push, 0x1b02);
+       PUSH_DATA (push, 0x1b02);
+       BEGIN_NV04(push, NV10_3D(CULL_FACE), 2);
+       PUSH_DATA (push, 0x405);
+       PUSH_DATA (push, 0x901);
+       BEGIN_NV04(push, NV10_3D(POLYGON_SMOOTH_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(CULL_FACE_ENABLE), 1);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(0, 0)), 8);
+       for (i = 0; i < 8; i++)
+               PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(0)), 2);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
+       PUSH_DATA (push, 0x3fc00000);   /* -1.50 */
+       PUSH_DATA (push, 0xbdb8aa0a);   /* -0.09 */
+       PUSH_DATA (push, 0);            /*  0.00 */
+
+       BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
+       PUSH_DATA (push, 0);
+
+       BEGIN_NV04(push, NV10_3D(FOG_MODE), 2);
+       PUSH_DATA (push, 0x802);
+       PUSH_DATA (push, 2);
+       /* for some reason VIEW_MATRIX_ENABLE need to be 6 instead of 4 when
+        * using texturing, except when using the texture matrix
+        */
+       BEGIN_NV04(push, NV10_3D(VIEW_MATRIX_ENABLE), 1);
+       PUSH_DATA (push, 6);
+       BEGIN_NV04(push, NV10_3D(COLOR_MASK), 1);
+       PUSH_DATA (push, 0x01010101);
+
+       /* Set vertex component */
+       BEGIN_NV04(push, NV10_3D(VERTEX_COL_4F_R), 4);
+       PUSH_DATAf(push, 1.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 1.0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_COL2_3F_R), 3);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_NOR_3F_X), 3);
+       PUSH_DATA (push, 0);
+       PUSH_DATA (push, 0);
+       PUSH_DATAf(push, 1.0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_TX0_4F_S), 4);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 1.0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_TX1_4F_S), 4);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 1.0);
+       BEGIN_NV04(push, NV10_3D(VERTEX_FOG_1F), 1);
+       PUSH_DATAf(push, 0.0);
+       BEGIN_NV04(push, NV10_3D(EDGEFLAG_ENABLE), 1);
+       PUSH_DATA (push, 1);
+
+       BEGIN_NV04(push, NV10_3D(DEPTH_RANGE_NEAR), 2);
+       PUSH_DATAf(push, 0.0);
+       PUSH_DATAf(push, 16777216.0);
+
+       PUSH_KICK (push);
+}
+
+static void
+nv10_context_destroy(struct gl_context *ctx)
+{
+       struct nouveau_context *nctx = to_nouveau_context(ctx);
+
+       nv04_surface_takedown(ctx);
+       nv10_swtnl_destroy(ctx);
+       nv10_vbo_destroy(ctx);
+
+       nouveau_object_del(&nctx->hw.eng3d);
+
+       nouveau_context_deinit(ctx);
+       free(ctx);
+}
+
+static struct gl_context *
+nv10_context_create(struct nouveau_screen *screen, gl_api api,
+                   const struct gl_config *visual,
+                   struct gl_context *share_ctx)
 {
        struct nouveau_context *nctx;
-       GLcontext *ctx;
+       struct gl_context *ctx;
+       unsigned celsius_class;
+       int ret;
 
        nctx = CALLOC_STRUCT(nouveau_context);
        if (!nctx)
                return NULL;
 
        ctx = &nctx->base;
-       nouveau_context_init(ctx, screen, visual, share_ctx);
 
+       if (!nouveau_context_init(ctx, api, screen, visual, share_ctx))
+               goto fail;
+
+       ctx->Extensions.ARB_texture_env_crossbar = true;
+       ctx->Extensions.ARB_texture_env_combine = true;
+       ctx->Extensions.ARB_texture_env_dot3 = true;
+       ctx->Extensions.NV_fog_distance = true;
+       ctx->Extensions.NV_texture_rectangle = true;
+       if (ctx->Mesa_DXTn) {
+               ctx->Extensions.EXT_texture_compression_s3tc = true;
+               ctx->Extensions.ANGLE_texture_compression_dxt = true;
+       }
+
+       /* GL constants. */
        ctx->Const.MaxTextureLevels = 12;
        ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
-       ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
+       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = NV10_TEXTURE_UNITS;
        ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS;
        ctx->Const.MaxTextureMaxAnisotropy = 2;
        ctx->Const.MaxTextureLodBias = 15;
        ctx->Driver.Clear = nv10_clear;
 
-       nv10_render_init(ctx);
+       /* 2D engine. */
+       ret = nv04_surface_init(ctx);
+       if (!ret)
+               goto fail;
+
+       /* 3D engine. */
+       if (context_chipset(ctx) >= 0x17 && context_chipset(ctx) != 0x1a)
+               celsius_class = NV17_3D_CLASS;
+       else if (context_chipset(ctx) >= 0x11)
+               celsius_class = NV15_3D_CLASS;
+       else
+               celsius_class = NV10_3D_CLASS;
+
+       ret = nouveau_object_new(context_chan(ctx), 0xbeef0001, celsius_class,
+                                NULL, 0, &nctx->hw.eng3d);
+       if (ret)
+               goto fail;
+
+       nv10_hwctx_init(ctx);
+       nv10_vbo_init(ctx);
+       nv10_swtnl_init(ctx);
 
        return ctx;
-}
 
-void
-nv10_context_destroy(GLcontext *ctx)
-{
-       nv10_render_destroy(ctx);
-       FREE(ctx);
+fail:
+       nv10_context_destroy(ctx);
+       return NULL;
 }
+
+const struct nouveau_driver nv10_driver = {
+       .context_create = nv10_context_create,
+       .context_destroy = nv10_context_destroy,
+       .surface_copy = nv04_surface_copy,
+       .surface_fill = nv04_surface_fill,
+       .emit = (nouveau_state_func[]) {
+               nv10_emit_alpha_func,
+               nv10_emit_blend_color,
+               nv10_emit_blend_equation,
+               nv10_emit_blend_func,
+               nv10_emit_clip_plane,
+               nv10_emit_clip_plane,
+               nv10_emit_clip_plane,
+               nv10_emit_clip_plane,
+               nv10_emit_clip_plane,
+               nv10_emit_clip_plane,
+               nv10_emit_color_mask,
+               nv10_emit_color_material,
+               nv10_emit_cull_face,
+               nv10_emit_front_face,
+               nv10_emit_depth,
+               nv10_emit_dither,
+               nv10_emit_frag,
+               nv10_emit_framebuffer,
+               nv10_emit_fog,
+               nv10_emit_light_enable,
+               nv10_emit_light_model,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_light_source,
+               nv10_emit_line_stipple,
+               nv10_emit_line_mode,
+               nv10_emit_logic_opcode,
+               nv10_emit_material_ambient,
+               nouveau_emit_nothing,
+               nv10_emit_material_diffuse,
+               nouveau_emit_nothing,
+               nv10_emit_material_specular,
+               nouveau_emit_nothing,
+               nv10_emit_material_shininess,
+               nouveau_emit_nothing,
+               nv10_emit_modelview,
+               nv10_emit_point_mode,
+               nv10_emit_point_parameter,
+               nv10_emit_polygon_mode,
+               nv10_emit_polygon_offset,
+               nv10_emit_polygon_stipple,
+               nv10_emit_projection,
+               nv10_emit_render_mode,
+               nv10_emit_scissor,
+               nv10_emit_shade_model,
+               nv10_emit_stencil_func,
+               nv10_emit_stencil_mask,
+               nv10_emit_stencil_op,
+               nv10_emit_tex_env,
+               nv10_emit_tex_env,
+               nouveau_emit_nothing,
+               nouveau_emit_nothing,
+               nv10_emit_tex_gen,
+               nv10_emit_tex_gen,
+               nouveau_emit_nothing,
+               nouveau_emit_nothing,
+               nv10_emit_tex_mat,
+               nv10_emit_tex_mat,
+               nouveau_emit_nothing,
+               nouveau_emit_nothing,
+               nv10_emit_tex_obj,
+               nv10_emit_tex_obj,
+               nouveau_emit_nothing,
+               nouveau_emit_nothing,
+               nv10_emit_viewport,
+               nv10_emit_zclear
+       },
+       .num_emit = NUM_NV10_STATE,
+};