Merge branch 'master' of git+ssh://keithw@git.freedesktop.org/git/mesa/mesa into...
[mesa.git] / src / mesa / drivers / dri / nouveau / nv30_state.c
index bf3338d499b5a5233eeed6d996d6ba0426191f3b..4d79bb6127ca5ed8de0f999002ce5937e54ff079 100644 (file)
@@ -28,21 +28,24 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include "nouveau_object.h"
 #include "nouveau_fifo.h"
 #include "nouveau_reg.h"
+#include "nouveau_state.h"
 
 #include "tnl/t_pipeline.h"
 
 #include "mtypes.h"
 #include "colormac.h"
 
+#define NOUVEAU_CARD_USING_SHADERS (nmesa->screen->card->type >= NV_40)
+
 static void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        GLubyte ubRef;
        CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
 
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
-       OUT_RING(func);     /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
-       OUT_RING(ubRef);    /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF  */
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
+       OUT_RING_CACHE(func);     /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
+       OUT_RING_CACHE(ubRef);    /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF  */
 }
 
 static void nv30BlendColor(GLcontext *ctx, const GLfloat color[4])
@@ -55,15 +58,15 @@ static void nv30BlendColor(GLcontext *ctx, const GLfloat color[4])
        CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
        CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
 
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
-       OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+       OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
 }
 
 static void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
-       OUT_RING((modeA<<16) | modeRGB);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+       OUT_RING_CACHE((modeA<<16) | modeRGB);
 }
 
 
@@ -71,9 +74,25 @@ static void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfac
                GLenum sfactorA, GLenum dfactorA)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
-       OUT_RING((sfactorA<<16) | sfactorRGB);
-       OUT_RING((dfactorA<<16) | dfactorRGB);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+       OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
+       OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
+}
+
+static void nv30Clear(GLcontext *ctx, GLbitfield mask)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       GLuint hw_bufs = 0;
+
+       if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT))
+               hw_bufs |= 0xf0;
+       if (mask & (BUFFER_BIT_DEPTH))
+               hw_bufs |= 0x03;
+
+       if (hw_bufs) {
+               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_WHICH_BUFFERS, 1);
+               OUT_RING(hw_bufs);
+       }
 }
 
 static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
@@ -81,16 +100,16 @@ static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        GLubyte c[4];
        UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
-       OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
+       OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
 }
 
 static void nv30ClearDepth(GLcontext *ctx, GLclampd d)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
-       OUT_RING(nmesa->clear_value);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+       OUT_RING_CACHE(nmesa->clear_value);
 }
 
 /* we're don't support indexed buffers
@@ -101,26 +120,26 @@ static void nv30ClearStencil(GLcontext *ctx, GLint s)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
-       OUT_RING(nmesa->clear_value);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+       OUT_RING_CACHE(nmesa->clear_value);
 }
 
 static void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
-       OUT_RINGf(equation[0]);
-       OUT_RINGf(equation[1]);
-       OUT_RINGf(equation[2]);
-       OUT_RINGf(equation[3]);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
+       OUT_RING_CACHEf(equation[0]);
+       OUT_RING_CACHEf(equation[1]);
+       OUT_RING_CACHEf(equation[2]);
+       OUT_RING_CACHEf(equation[3]);
 }
 
 static void nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
                GLboolean bmask, GLboolean amask )
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
-       OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
+       OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
 }
 
 static void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
@@ -131,37 +150,37 @@ static void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
 static void nv30CullFace(GLcontext *ctx, GLenum mode)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1);
-       OUT_RING(mode);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+       OUT_RING_CACHE(mode);
 }
 
 static void nv30FrontFace(GLcontext *ctx, GLenum mode)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
-       OUT_RING(mode);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+       OUT_RING_CACHE(mode);
 }
 
 static void nv30DepthFunc(GLcontext *ctx, GLenum func)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
-       OUT_RING(func);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+       OUT_RING_CACHE(func);
 }
 
 static void nv30DepthMask(GLcontext *ctx, GLboolean flag)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
-       OUT_RING(flag);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
+       OUT_RING_CACHE(flag);
 }
 
 static void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
-       OUT_RINGf(nearval);
-       OUT_RINGf(farval);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
+       OUT_RING_CACHEf(nearval);
+       OUT_RING_CACHEf(farval);
 }
 
 /** Specify the current buffer for writing */
@@ -175,13 +194,13 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
        switch(cap)
        {
                case GL_ALPHA_TEST:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
 //             case GL_AUTO_NORMAL:
                case GL_BLEND:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_CLIP_PLANE0:
                case GL_CLIP_PLANE1:
@@ -189,12 +208,12 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
                case GL_CLIP_PLANE3:
                case GL_CLIP_PLANE4:
                case GL_CLIP_PLANE5:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_COLOR_LOGIC_OP:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
 //             case GL_COLOR_MATERIAL:
 //             case GL_COLOR_SUM_EXT:
@@ -202,20 +221,20 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
 //             case GL_CONVOLUTION_1D:
 //             case GL_CONVOLUTION_2D:
                case GL_CULL_FACE:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_DEPTH_TEST:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_DITHER:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_FOG:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
 //             case GL_HISTOGRAM:
 //             case GL_INDEX_LOGIC_OP:
@@ -229,21 +248,28 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
                case GL_LIGHT7:
                        {
                        uint32_t mask=0x11<<(2*(cap-GL_LIGHT0));
+
+                       if (NOUVEAU_CARD_USING_SHADERS)
+                               break;
+
                        nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
                        if (nmesa->lighting_enabled)
                        {
-                               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
-                               OUT_RING(nmesa->enabled_lights);
+                               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+                               OUT_RING_CACHE(nmesa->enabled_lights);
                        }
                        break;
                        }
                case GL_LIGHTING:
+                       if (NOUVEAU_CARD_USING_SHADERS)
+                               break;
+
                        nmesa->lighting_enabled=state;
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
                        if (nmesa->lighting_enabled)
-                               OUT_RING(nmesa->enabled_lights);
+                               OUT_RING_CACHE(nmesa->enabled_lights);
                        else
-                               OUT_RING(0x0);
+                               OUT_RING_CACHE(0x0);
                        break;
 //             case GL_LINE_SMOOTH:
 //             case GL_LINE_STIPPLE:
@@ -267,39 +293,47 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
 //             case GL_MAP2_VERTEX_4:
 //             case GL_MINMAX:
                case GL_NORMALIZE:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
-                       OUT_RING(state);
+                       if (nmesa->screen->card->type != NV_44) {
+                               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+                               OUT_RING_CACHE(state);
+                       }
                        break;
 //             case GL_POINT_SMOOTH:
                case GL_POLYGON_OFFSET_POINT:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_POLYGON_OFFSET_LINE:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_POLYGON_OFFSET_FILL:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_POLYGON_SMOOTH:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
                case GL_POLYGON_STIPPLE:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
 //             case GL_POST_COLOR_MATRIX_COLOR_TABLE:
 //             case GL_POST_CONVOLUTION_COLOR_TABLE:
 //             case GL_RESCALE_NORMAL:
-//             case GL_SCISSOR_TEST:
+               case GL_SCISSOR_TEST:
+                       /* No enable bit, nv30Scissor will adjust to max range */
+                       ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+                                                ctx->Scissor.Width, ctx->Scissor.Height);
+                       break;
 //             case GL_SEPARABLE_2D:
                case GL_STENCIL_TEST:
                        // TODO BACK and FRONT ?
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
-                       OUT_RING(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_ENABLE, 1);
+                       OUT_RING_CACHE(state);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
+                       OUT_RING_CACHE(state);
                        break;
 //             case GL_TEXTURE_GEN_Q:
 //             case GL_TEXTURE_GEN_R:
@@ -314,17 +348,71 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
 static void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
 {
     nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+    if (NOUVEAU_CARD_USING_SHADERS)
+        return;
+
     switch(pname)
     {
-        case GL_FOG_MODE:
-            BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
-            //OUT_RING (params);
+    case GL_FOG_MODE:
+    {
+        int mode = 0;
+        /* The modes are different in GL and the card.  */
+        switch(ctx->Fog.Mode)
+        {
+        case GL_LINEAR:
+            mode = 0x804;
             break;
-            /* TODO: unsure about the rest.*/
-        default:
+        case GL_EXP:
+            mode = 0x802;
             break;
+        case GL_EXP2:
+            mode = 0x803;
+            break;
+        }
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+       OUT_RING_CACHE (mode);
+       break;
+    }
+    case GL_FOG_COLOR:
+    {
+       GLubyte c[4];
+       UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,params);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_COLOR, 1);
+        /* nvidia ignores the alpha channel */
+       OUT_RING_CACHE(PACK_COLOR_8888_REV(c[0],c[1],c[2],c[3]));
+        break;
+    }
+    case GL_FOG_DENSITY:
+    case GL_FOG_START:
+    case GL_FOG_END:
+    {
+        GLfloat f=0., c=0.;
+        switch(ctx->Fog.Mode)
+        {
+        case GL_LINEAR:
+            f = -1.0/(ctx->Fog.End - ctx->Fog.Start);
+            c = ctx->Fog.Start/(ctx->Fog.End - ctx->Fog.Start) + 2.001953;
+            break;
+        case GL_EXP:
+            f = -0.090168*ctx->Fog.Density;
+            c = 1.5;
+        case GL_EXP2:
+            f = -0.212330*ctx->Fog.Density;
+            c = 1.5;
+        }
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_LINEAR, 1);
+        OUT_RING_CACHE(f);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_CONSTANT, 1);
+        OUT_RING_CACHE(c);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_QUADRATIC, 1);
+        OUT_RING_CACHE(0); /* Is this always the same? */
+        break;
+    }
+//    case GL_FOG_COORD_SRC:
+    default:
+        break;
     }
-
 }
    
 static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
@@ -334,66 +422,121 @@ static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
 
 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
 
+enum {
+       SPOTLIGHT_NO_UPDATE,
+       SPOTLIGHT_UPDATE_EXPONENT,
+       SPOTLIGHT_UPDATE_DIRECTION,
+       SPOTLIGHT_UPDATE_ALL
+};
+
 static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       GLint p = light - GL_LIGHT0;
+       struct gl_light *l = &ctx->Light.Light[p];
+       int spotlight_update = SPOTLIGHT_NO_UPDATE;
+
+       if (NOUVEAU_CARD_USING_SHADERS)
+          return;
+
        /* not sure where the fourth param value goes...*/
        switch(pname)
        {
                case GL_AMBIENT:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
-                       OUT_RINGf(params[0]);
-                       OUT_RINGf(params[1]);
-                       OUT_RINGf(params[2]);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
+                       OUT_RING_CACHEf(params[0]);
+                       OUT_RING_CACHEf(params[1]);
+                       OUT_RING_CACHEf(params[2]);
                        break;
                case GL_DIFFUSE:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
-                       OUT_RINGf(params[0]);
-                       OUT_RINGf(params[1]);
-                       OUT_RINGf(params[2]);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
+                       OUT_RING_CACHEf(params[0]);
+                       OUT_RING_CACHEf(params[1]);
+                       OUT_RING_CACHEf(params[2]);
                        break;
                case GL_SPECULAR:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
-                       OUT_RINGf(params[0]);
-                       OUT_RINGf(params[1]);
-                       OUT_RINGf(params[2]);
-                       break;
-               case GL_SPOT_DIRECTION:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
-                       OUT_RINGf(params[0]);
-                       OUT_RINGf(params[1]);
-                       OUT_RINGf(params[2]);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
+                       OUT_RING_CACHEf(params[0]);
+                       OUT_RING_CACHEf(params[1]);
+                       OUT_RING_CACHEf(params[2]);
                        break;
                case GL_POSITION:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
-                       OUT_RINGf(params[0]);
-                       OUT_RINGf(params[1]);
-                       OUT_RINGf(params[2]);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
+                       OUT_RING_CACHEf(params[0]);
+                       OUT_RING_CACHEf(params[1]);
+                       OUT_RING_CACHEf(params[2]);
+                       break;
+               case GL_SPOT_DIRECTION:
+                       spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
                        break;
                case GL_SPOT_EXPONENT:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
-                       OUT_RINGf(*params);
+                       spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
                        break;
                case GL_SPOT_CUTOFF:
-                       /* you can't factor these */
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
-                       OUT_RINGf(params[0]);
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
-                       OUT_RINGf(params[1]);
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
-                       OUT_RINGf(params[2]);
+                       spotlight_update = SPOTLIGHT_UPDATE_ALL;
                        break;
                case GL_CONSTANT_ATTENUATION:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
-                       OUT_RINGf(*params);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
+                       OUT_RING_CACHEf(*params);
                        break;
                case GL_LINEAR_ATTENUATION:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
-                       OUT_RINGf(*params);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
+                       OUT_RING_CACHEf(*params);
                        break;
                case GL_QUADRATIC_ATTENUATION:
-                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
-                       OUT_RINGf(*params);
+                       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
+                       OUT_RING_CACHEf(*params);
+                       break;
+               default:
+                       break;
+       }
+
+       switch(spotlight_update) {
+               case SPOTLIGHT_UPDATE_DIRECTION:
+                       {
+                               GLfloat x,y,z;
+                               GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+                               x = spot_light_coef_a * l->_NormDirection[0];
+                               y = spot_light_coef_a * l->_NormDirection[1];
+                               z = spot_light_coef_a * l->_NormDirection[2];
+                               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+                               OUT_RING_CACHEf(x);
+                               OUT_RING_CACHEf(y);
+                               OUT_RING_CACHEf(z);
+                       }
+                       break;
+               case SPOTLIGHT_UPDATE_EXPONENT:
+                       {
+                               GLfloat cc,lc,qc;
+                               cc = 1.0;       /* FIXME: These need to be correctly computed */
+                               lc = 0.0;
+                               qc = 2.0;
+                               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
+                               OUT_RING_CACHEf(cc);
+                               OUT_RING_CACHEf(lc);
+                               OUT_RING_CACHEf(qc);
+                       }
+                       break;
+               case SPOTLIGHT_UPDATE_ALL:
+                       {
+                               GLfloat cc,lc,qc, x,y,z, c;
+                               GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+                               cc = 1.0;       /* FIXME: These need to be correctly computed */
+                               lc = 0.0;
+                               qc = 2.0;
+                               x = spot_light_coef_a * l->_NormDirection[0];
+                               y = spot_light_coef_a * l->_NormDirection[1];
+                               z = spot_light_coef_a * l->_NormDirection[2];
+                               c = spot_light_coef_a + 1.0;
+                               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
+                               OUT_RING_CACHEf(cc);
+                               OUT_RING_CACHEf(lc);
+                               OUT_RING_CACHEf(qc);
+                               OUT_RING_CACHEf(x);
+                               OUT_RING_CACHEf(y);
+                               OUT_RING_CACHEf(z);
+                               OUT_RING_CACHEf(c);
+                       }
                        break;
                default:
                        break;
@@ -401,14 +544,14 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
 }
 
 /** Set the lighting model parameters */
-static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
 
 
 static void nv30LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
-       OUT_RING((pattern << 16) | factor);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
+       OUT_RING_CACHE((pattern << 16) | factor);
 }
 
 static void nv30LineWidth(GLcontext *ctx, GLfloat width)
@@ -418,15 +561,15 @@ static void nv30LineWidth(GLcontext *ctx, GLfloat width)
 
        CLAMPED_FLOAT_TO_UBYTE(ubWidth, width);
 
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
-       OUT_RING(ubWidth);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
+       OUT_RING_CACHE(ubWidth);
 }
 
 static void nv30LogicOpcode(GLcontext *ctx, GLenum opcode)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
-       OUT_RING(opcode);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
+       OUT_RING_CACHE(opcode);
 }
 
 static void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
@@ -440,8 +583,8 @@ static void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *pa
 static void nv30PointSize(GLcontext *ctx, GLfloat size)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
-       OUT_RINGf(size);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+       OUT_RING_CACHEf(size);
 }
 
 /** Select a polygon rasterization mode */
@@ -450,32 +593,67 @@ static void nv30PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
 
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
-               OUT_RING(mode);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
+               OUT_RING_CACHE(mode);
        }
        if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
-               OUT_RING(mode);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
+               OUT_RING_CACHE(mode);
        }
 }
 
 /** Set the scale and units used to calculate depth values */
-void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+static void nv30PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
+{
+        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
+        OUT_RING_CACHEf(factor);
+
+        /* Looks like we always multiply units by 2.0... according to the dumps.*/
+        OUT_RING_CACHEf(units * 2.0);
+}
+
 /** Set the polygon stippling pattern */
-void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
+static void nv30PolygonStipple(GLcontext *ctx, const GLubyte *mask )
+{
+        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
+        OUT_RING_CACHEp(mask, 32);
+}
+
 /* Specifies the current buffer for reading */
 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
 /** Set rasterization mode */
 void (*RenderMode)(GLcontext *ctx, GLenum mode );
+
 /** Define the scissor box */
-void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+static void nv30Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+       /* There's no scissor enable bit, so adjust the scissor to cover the
+        * maximum draw buffer bounds
+        */
+       if (!ctx->Scissor.Enabled) {
+          x = y = 0;
+          w = h = 4095;
+       } else {
+          x += nmesa->drawX;
+          y += nmesa->drawY;
+       }
+
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
+        OUT_RING_CACHE(((w) << 16) | x);
+        OUT_RING_CACHE(((h) << 16) | y);
+}
+
 /** Select flat or smooth shading */
-void nv30ShadeModel(GLcontext *ctx, GLenum mode)
+static void nv30ShadeModel(GLcontext *ctx, GLenum mode)
 {
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
 
-       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
-       OUT_RING(mode);
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+       OUT_RING_CACHE(mode);
 }
 
 /** OpenGL 2.0 two-sided StencilFunc */
@@ -485,16 +663,16 @@ static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
 
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 3);
-               OUT_RING(func);
-               OUT_RING(ref);
-               OUT_RING(mask);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 3);
+               OUT_RING_CACHE(func);
+               OUT_RING_CACHE(ref);
+               OUT_RING_CACHE(mask);
        }
        if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_FUNC, 3);
-               OUT_RING(func);
-               OUT_RING(ref);
-               OUT_RING(mask);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_FUNC, 3);
+               OUT_RING_CACHE(func);
+               OUT_RING_CACHE(ref);
+               OUT_RING_CACHE(mask);
        }
 }
 
@@ -504,12 +682,12 @@ static void nv30StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
 
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
-               OUT_RING(mask);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
+               OUT_RING_CACHE(mask);
        }
        if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_MASK, 1);
-               OUT_RING(mask);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_MASK, 1);
+               OUT_RING_CACHE(mask);
        }
 }
 
@@ -520,16 +698,16 @@ static void nv30StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
 
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 3);
-               OUT_RING(fail);
-               OUT_RING(zfail);
-               OUT_RING(zpass);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 3);
+               OUT_RING_CACHE(fail);
+               OUT_RING_CACHE(zfail);
+               OUT_RING_CACHE(zpass);
        }
        if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
-               BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 3);
-               OUT_RING(fail);
-               OUT_RING(zfail);
-               OUT_RING(zpass);
+               BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 3);
+               OUT_RING_CACHE(fail);
+               OUT_RING_CACHE(zfail);
+               OUT_RING_CACHE(zpass);
        }
 }
 
@@ -543,24 +721,137 @@ void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
 void (*TexParameter)(GLcontext *ctx, GLenum target,
                struct gl_texture_object *texObj,
                GLenum pname, const GLfloat *params);
-void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
 
-/** Set the viewport */
-static void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+static void nv30TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
 {
-    /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
-    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-    BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_DIMS_0, 2);
-    OUT_RING((w << 16) | x);
-    OUT_RING((h << 16) | y);
+        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
+        /*XXX: This SHOULD work.*/
+        OUT_RING_CACHEp(mat->m, 16);
+}
+
+static void nv30WindowMoved(nouveauContextPtr nmesa)
+{
+       GLcontext *ctx = nmesa->glCtx;
+       GLfloat *v = nmesa->viewport.m;
+       GLuint w = ctx->Viewport.Width;
+       GLuint h = ctx->Viewport.Height;
+       GLuint x = ctx->Viewport.X + nmesa->drawX;
+       GLuint y = ctx->Viewport.Y + nmesa->drawY;
+
+        BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_DIMS_0, 2);
+        OUT_RING_CACHE((w << 16) | x);
+        OUT_RING_CACHE((h << 16) | y);
+       /* something to do with clears, possibly doesn't belong here */
+       BEGIN_RING_CACHE(NvSub3D,
+             NV30_TCL_PRIMITIVE_3D_VIEWPORT_COLOR_BUFFER_OFS0, 2);
+        OUT_RING_CACHE(((w+x) << 16) | x);
+        OUT_RING_CACHE(((h+y) << 16) | y);
+       /* viewport transform */
+       BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_XFRM_OX, 8);
+       OUT_RING_CACHEf (v[MAT_TX]);
+       OUT_RING_CACHEf (v[MAT_TY]);
+       OUT_RING_CACHEf (v[MAT_TZ]);
+       OUT_RING_CACHEf (0.0);
+       OUT_RING_CACHEf (v[MAT_SX]);
+       OUT_RING_CACHEf (v[MAT_SY]);
+       OUT_RING_CACHEf (v[MAT_SZ]);
+       OUT_RING_CACHEf (0.0);
+
+       ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+                           ctx->Scissor.Width, ctx->Scissor.Height);
+}
+
+static GLboolean nv30InitCard(nouveauContextPtr nmesa)
+{
+       /* Need some love.. */
+       return GL_FALSE;
+}
+
+static GLboolean nv40InitCard(nouveauContextPtr nmesa)
+{
+       nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
+
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT1, 2);
+       OUT_RING(NvDmaFB);
+       OUT_RING(NvDmaFB);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT8, 1);
+       OUT_RING(NvDmaFB);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT4, 2);
+       OUT_RING(NvDmaFB);
+       OUT_RING(NvDmaFB);
+       BEGIN_RING_SIZE(NvSub3D, 0x0220, 1);
+       OUT_RING(1);
+
+       BEGIN_RING_SIZE(NvSub3D, 0x1ea4, 3);
+       OUT_RING(0x00000010);
+       OUT_RING(0x01000100);
+       OUT_RING(0xff800006);
+       BEGIN_RING_SIZE(NvSub3D, 0x1fc4, 1);
+       OUT_RING(0x06144321);
+       BEGIN_RING_SIZE(NvSub3D, 0x1fc8, 2);
+       OUT_RING(0xedcba987);
+       OUT_RING(0x00000021);
+       BEGIN_RING_SIZE(NvSub3D, 0x1fd0, 1);
+       OUT_RING(0x00171615);
+       BEGIN_RING_SIZE(NvSub3D, 0x1fd4, 1);
+       OUT_RING(0x001b1a19);
+
+       BEGIN_RING_SIZE(NvSub3D, 0x1ef8, 1);
+       OUT_RING(0x0020ffff);
+       BEGIN_RING_SIZE(NvSub3D, 0x1d64, 1);
+       OUT_RING(0x00d30000);
+       BEGIN_RING_SIZE(NvSub3D, 0x1e94, 1);
+       OUT_RING(0x00000001);
+
+       BEGIN_RING_SIZE(NvSub3D, 0x1d60, 1);
+       OUT_RING(0x03008000);
+
+       return GL_TRUE;
+}
+
+static GLboolean nv30BindBuffers(nouveauContextPtr nmesa, int num_color,
+                                nouveau_renderbuffer **color,
+                                nouveau_renderbuffer *depth)
+{
+   GLuint x, y, w, h;
+
+   w = color[0]->mesa.Width;
+   h = color[0]->mesa.Height;
+   x = nmesa->drawX;
+   y = nmesa->drawY;
+
+   if (num_color != 1)
+      return GL_FALSE;
+   BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_COLOR_BUFFER_DIM0, 5);
+   OUT_RING        (((w+x)<<16)|x);
+   OUT_RING        (((h+y)<<16)|y);
+   if (color[0]->mesa._ActualFormat == GL_RGBA8)
+      OUT_RING        (0x148);
+   else
+      OUT_RING        (0x143);
+   OUT_RING        (color[0]->pitch);
+   OUT_RING        (color[0]->offset);
+
+   if (depth) {
+      BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_OFFSET, 1);
+      OUT_RING        (depth->offset);
+      BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LMA_DEPTH_BUFFER_PITCH, 1);
+      OUT_RING        (depth->pitch);
+   }
+
+   return GL_TRUE;
 }
 
-void nv30InitStateFuncs(struct dd_function_table *func)
+void nv30InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
 {
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
        func->AlphaFunc                 = nv30AlphaFunc;
        func->BlendColor                = nv30BlendColor;
        func->BlendEquationSeparate     = nv30BlendEquationSeparate;
        func->BlendFuncSeparate         = nv30BlendFuncSeparate;
+       func->Clear                     = nv30Clear;
        func->ClearColor                = nv30ClearColor;
        func->ClearDepth                = nv30ClearDepth;
        func->ClearStencil              = nv30ClearStencil;
@@ -571,7 +862,6 @@ void nv30InitStateFuncs(struct dd_function_table *func)
        func->FrontFace                 = nv30FrontFace;
        func->DepthFunc                 = nv30DepthFunc;
        func->DepthMask                 = nv30DepthMask;
-       func->DepthRange                = nv30DepthRange;
        func->Enable                    = nv30Enable;
        func->Fogfv                     = nv30Fogfv;
        func->Hint                      = nv30Hint;
@@ -583,13 +873,13 @@ void nv30InitStateFuncs(struct dd_function_table *func)
        func->PointParameterfv          = nv30PointParameterfv;
        func->PointSize                 = nv30PointSize;
        func->PolygonMode               = nv30PolygonMode;
-#if 0
        func->PolygonOffset             = nv30PolygonOffset;
        func->PolygonStipple            = nv30PolygonStipple;
+#if 0
        func->ReadBuffer                = nv30ReadBuffer;
        func->RenderMode                = nv30RenderMode;
-       func->Scissor                   = nv30Scissor;
 #endif
+       func->Scissor                   = nv30Scissor;
        func->ShadeModel                = nv30ShadeModel;
        func->StencilFuncSeparate       = nv30StencilFuncSeparate;
        func->StencilMaskSeparate       = nv30StencilMaskSeparate;
@@ -597,8 +887,15 @@ void nv30InitStateFuncs(struct dd_function_table *func)
 #if 0
        func->TexGen                    = nv30TexGen;
        func->TexParameter              = nv30TexParameter;
-       func->TextureMatrix             = nv30TextureMatrix;
 #endif
-       func->Viewport                  = nv30Viewport;
+       func->TextureMatrix             = nv30TextureMatrix;
+
+
+       if (nmesa->screen->card->type >= NV_40)
+          nmesa->hw_func.InitCard      = nv40InitCard;
+       else 
+          nmesa->hw_func.InitCard      = nv30InitCard;
+       nmesa->hw_func.BindBuffers      = nv30BindBuffers;
+       nmesa->hw_func.WindowMoved      = nv30WindowMoved;
 }