--- /dev/null
+/**************************************************************************
+
+Copyright 2006 Nouveau
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+#include "nouveau_context.h"
+#include "nouveau_object.h"
+#include "nouveau_fifo.h"
+#include "nouveau_reg.h"
+
+#include "tnl/t_pipeline.h"
+
+#include "mtypes.h"
+#include "colormac.h"
+
+void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte ubRef;
+ CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC, 2);
+ OUT_RING(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC */
+ OUT_RING(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
+}
+
+void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte cf[4];
+
+ CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+ OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+}
+
+void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+ OUT_RING((modeA<<16) | modeRGB);
+}
+
+
+void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+ OUT_RING((sfactorA<<16) | sfactorRGB);
+ OUT_RING((dfactorA<<16) | dfactorRGB);
+}
+
+/*
+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]));
+}
+
+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);
+}
+*/
+
+/* we're don't support indexed buffers
+ void (*ClearIndex)(GLcontext *ctx, GLuint index)
+ */
+
+/*
+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);
+}
+*/
+
+void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
+ OUT_RINGf(equation[0]);
+ OUT_RINGf(equation[1]);
+ OUT_RINGf(equation[2]);
+ OUT_RINGf(equation[3]);
+}
+
+/* Seems does not support alpha in color mask */
+void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
+ OUT_RING(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
+}
+
+void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ // TODO I need sex
+}
+
+void nv10CullFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+ OUT_RING(mode);
+}
+
+void nv10FrontFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+ OUT_RING(mode);
+}
+
+void nv10DepthFunc(GLcontext *ctx, GLenum func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+ OUT_RING(func);
+}
+
+void nv10DepthMask(GLcontext *ctx, GLboolean flag)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_MASK, 1);
+ OUT_RING(flag);
+}
+
+void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
+ OUT_RINGf(nearval);
+ OUT_RINGf(farval);
+}
+
+/** Specify the current buffer for writing */
+//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
+/** Specify the buffers for writing for fragment programs*/
+//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
+
+void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(cap)
+ {
+ case GL_ALPHA_TEST:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_AUTO_NORMAL:
+ case GL_BLEND:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_CLIP_PLANE0:
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+ OUT_RING(state);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_COLOR_MATERIAL:
+// case GL_COLOR_SUM_EXT:
+// case GL_COLOR_TABLE:
+// case GL_CONVOLUTION_1D:
+// case GL_CONVOLUTION_2D:
+ case GL_CULL_FACE:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_DEPTH_TEST:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_DITHER:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_FOG:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_HISTOGRAM:
+// case GL_INDEX_LOGIC_OP:
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ {
+ uint32_t mask=1<<(2*(cap-GL_LIGHT0));
+ nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
+ if (nmesa->lighting_enabled)
+ {
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ OUT_RING(nmesa->enabled_lights);
+ }
+ break;
+ }
+ case GL_LIGHTING:
+ nmesa->lighting_enabled=state;
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ if (nmesa->lighting_enabled)
+ OUT_RING(nmesa->enabled_lights);
+ else
+ OUT_RING(0x0);
+ break;
+// case GL_LINE_SMOOTH:
+// case GL_LINE_STIPPLE:
+// case GL_MAP1_COLOR_4:
+// case GL_MAP1_INDEX:
+// case GL_MAP1_NORMAL:
+// case GL_MAP1_TEXTURE_COORD_1:
+// case GL_MAP1_TEXTURE_COORD_2:
+// case GL_MAP1_TEXTURE_COORD_3:
+// case GL_MAP1_TEXTURE_COORD_4:
+// case GL_MAP1_VERTEX_3:
+// case GL_MAP1_VERTEX_4:
+// case GL_MAP2_COLOR_4:
+// case GL_MAP2_INDEX:
+// case GL_MAP2_NORMAL:
+// case GL_MAP2_TEXTURE_COORD_1:
+// case GL_MAP2_TEXTURE_COORD_2:
+// case GL_MAP2_TEXTURE_COORD_3:
+// case GL_MAP2_TEXTURE_COORD_4:
+// case GL_MAP2_VERTEX_3:
+// case GL_MAP2_VERTEX_4:
+// case GL_MINMAX:
+ case GL_NORMALIZE:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_POINT_SMOOTH:
+ case GL_POLYGON_OFFSET_POINT:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_SMOOTH:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_LINE_SMOOTH:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POINT_SMOOTH:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_POLYGON_STIPPLE:
+// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
+// case GL_POST_CONVOLUTION_COLOR_TABLE:
+// case GL_RESCALE_NORMAL:
+// case GL_SCISSOR_TEST:
+// case GL_SEPARABLE_2D:
+ case GL_STENCIL_TEST:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_TEXTURE_GEN_Q:
+// case GL_TEXTURE_GEN_R:
+// case GL_TEXTURE_GEN_S:
+// case GL_TEXTURE_GEN_T:
+// case GL_TEXTURE_1D:
+// case GL_TEXTURE_2D:
+// case GL_TEXTURE_3D:
+ }
+}
+
+void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(pname)
+ {
+ case GL_FOG_MODE:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ //OUT_RING (params);
+ break;
+ /* TODO: unsure about the rest.*/
+ default:
+ break;
+ }
+
+}
+
+void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
+{
+ // TODO I need sex (fog and line_smooth hints)
+}
+
+// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+
+void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ /* not sure where the fourth param value goes...*/
+ switch(pname)
+ {
+ case GL_AMBIENT:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_AMBIENT(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_DIFFUSE:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_DIFFUSE(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_SPECULAR:
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPECULAR(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+#if 0
+ 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]);
+ 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]);
+ break;
+ case GL_SPOT_EXPONENT:
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ OUT_RINGf(*params);
+ 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]);
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+ case GL_LINEAR_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+#endif
+ default:
+ break;
+ }
+}
+
+/** Set the lighting model parameters */
+void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+
+/*
+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);
+}
+
+void nv30LineWidth(GLcontext *ctx, GLfloat width)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
+ OUT_RINGf(width);
+}
+*/
+
+void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP, 1);
+ OUT_RING(opcode);
+}
+
+void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ /*TODO: not sure what goes here. */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+}
+
+/** Specify the diameter of rasterized points */
+void nv10PointSize(GLcontext *ctx, GLfloat size)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+ OUT_RINGf(size);
+}
+
+/** Select a polygon rasterization mode */
+void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
+/** Set the scale and units used to calculate depth values */
+void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+/** Set the polygon stippling pattern */
+void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
+/* 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);
+/** Select flat or smooth shading */
+void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+/** OpenGL 2.0 two-sided StencilFunc */
+void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask);
+/** OpenGL 2.0 two-sided StencilMask */
+void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
+/** OpenGL 2.0 two-sided StencilOp */
+void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass);
+/** Control the generation of texture coordinates */
+void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
+ const GLfloat *params);
+/** Set texture environment parameters */
+void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
+ const GLfloat *param);
+/** Set texture parameters */
+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 */
+void nv10Viewport(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, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+ OUT_RING((w << 16) | x);
+ OUT_RING((h << 16) | y);
+}
+