# define NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS 0x000008c0 /* Parameters: width x_offset */
# define NV30_TCL_PRIMITIVE_3D_SCISSOR_HEIGHT_YPOS 0x000008c4 /* Parameters: height y_offset */
# define NV30_TCL_PRIMITIVE_3D_POINT_SPRITE 0x00001ee8 /* Parameters: coord_replace r_mode enable */
+# define NV30_TCL_PRIMITIVE_3D_POINT_SIZE 0x00001ee0
# define NV30_TCL_PRIMITIVE_3D_POINT_PARAMETER_A 0x00001ec0
# define NV30_TCL_PRIMITIVE_3D_POINT_PARAMETER_B 0x00001ec4
# define NV30_TCL_PRIMITIVE_3D_POINT_PARAMETER_C 0x00001ec8
}
/** Specify the diameter of rasterized points */
-void (*PointSize)(GLcontext *ctx, GLfloat size);
+void nv30PointSize(GLcontext *ctx, GLfloat size)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+ OUT_RINFf(size);
+}
+
/** Select a polygon rasterization mode */
void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
/** Set the scale and units used to calculate depth values */
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
+
/** Set the viewport */
-void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+ /* 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);
+}