NOUVEAU_STATE_FRAG,
NOUVEAU_STATE_FRAMEBUFFER,
NOUVEAU_STATE_FOG,
- NOUVEAU_STATE_INDEX_MASK,
NOUVEAU_STATE_LIGHT_ENABLE,
NOUVEAU_STATE_LIGHT_MODEL,
NOUVEAU_STATE_LIGHT_SOURCE0,
nouveau_emit_nothing,
nouveau_emit_nothing,
nouveau_emit_nothing,
- nouveau_emit_nothing,
nv04_emit_scissor,
nv04_defer_blend,
nv04_defer_control,
nv10_emit_frag,
nv10_emit_framebuffer,
nv10_emit_fog,
- nv10_emit_index_mask,
nv10_emit_light_enable,
nv10_emit_light_model,
nv10_emit_light_source,
void
nv10_emit_dither(GLcontext *ctx, int emit);
-void
-nv10_emit_index_mask(GLcontext *ctx, int emit);
-
void
nv10_emit_logic_opcode(GLcontext *ctx, int emit);
OUT_RING(chan, ctx->Color.DitherFlag ? 1 : 0);
}
-void
-nv10_emit_index_mask(GLcontext *ctx, int emit)
-{
-}
-
void
nv10_emit_logic_opcode(GLcontext *ctx, int emit)
{
nv20_emit_frag,
nv20_emit_framebuffer,
nv20_emit_fog,
- nv10_emit_index_mask,
nv10_emit_light_enable,
nv20_emit_light_model,
nv20_emit_light_source,