Some work on nv30 state, heavily based on jkolb's work
authorStephane Marchesin <marchesin@icps.u-strasbg.fr>
Sat, 11 Nov 2006 00:00:45 +0000 (00:00 +0000)
committerStephane Marchesin <marchesin@icps.u-strasbg.fr>
Sat, 11 Nov 2006 00:00:45 +0000 (00:00 +0000)
src/mesa/drivers/dri/nouveau/Makefile
src/mesa/drivers/dri/nouveau/nouveau_context.h
src/mesa/drivers/dri/nouveau/nouveau_state.c
src/mesa/drivers/dri/nouveau/nv30_state.c [new file with mode: 0644]

index 08240ad0322f7927c75e26ef175b4302b8ea0e71..ed700a7085a98eb0a73679617366b87653886107 100644 (file)
@@ -19,7 +19,8 @@ DRIVER_SOURCES = \
        nouveau_state.c          \
        nouveau_tex.c            \
        nouveau_swtcl.c          \
-       nv10_swtcl.c
+       nv10_swtcl.c             \
+       nv30_state.c
 
 C_SOURCES = \
        $(COMMON_SOURCES) \
index be0785f453c2405655cbc5e698c2992522715939..d1abde68561980b9545981bb86aec7da79aeaad2 100644 (file)
@@ -83,6 +83,7 @@ typedef struct nouveau_context {
        /* The read-only regs */
        volatile unsigned char* mmio;
 
+       /* FIXME : do we want to put all state into a separate struct ? */
        /* State for tris */
        GLuint color_offset;
        GLuint specular_offset;
@@ -93,10 +94,11 @@ typedef struct nouveau_context {
        struct tnl_attr_map vertex_attrs[VERT_ATTRIB_MAX];
        GLuint vertex_attr_count;
 
-        /* Clear state */
-        GLuint clear_color;
-        GLuint clear_depth;
-        GLuint clear_stencil;
+       /* Depth/stencil clear state */
+       uint32_t clear_value;
+
+       /* Light state */
+       uint32_t enabled_lights;
 
        /* The drawing fallbacks */
        GLuint Fallback;
index 85b5eae49e9507177f9d1a1ebdf9e2344d5e4620..94c92aeb8a69244ba5d5c1e9f47e0a25b184fc1f 100644 (file)
@@ -54,20 +54,6 @@ static __inline__ GLuint nouveauPackColor(GLuint format,
    }
 }
 
-static void nouveauDDClearColor(GLcontext *ctx, const GLfloat color[4])
-{
-   nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-   GLubyte c[4];
-
-   CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]);
-   CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]);
-   CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]);
-   CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]);
-
-   nmesa->clear_color = nouveauPackColor( nmesa->screen->fbFormat,
-                                     c[0], c[1], c[2], c[3] );
-}
-
 static void nouveauCalcViewport(GLcontext *ctx)
 {
     /* Calculate the Viewport Matrix */
diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c
new file mode 100644 (file)
index 0000000..71a4408
--- /dev/null
@@ -0,0 +1,462 @@
+/**************************************************************************
+
+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 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  */
+}
+
+void nv30BlendColor(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, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+       OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+}
+
+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);
+}
+
+
+void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
+               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);
+}
+
+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 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]);
+}
+
+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));
+}
+
+void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
+{
+       // TODO I need love
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+/** 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 nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       switch(cap)
+       {
+               case GL_ALPHA_TEST:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+//             case GL_AUTO_NORMAL:
+               case GL_BLEND:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_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, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+                       OUT_RING(state);
+                       break;
+               case GL_COLOR_LOGIC_OP:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_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, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_DEPTH_TEST:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_DITHER:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_FOG:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_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=0x11<<(2*(cap-GL_LIGHT0));
+                       nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+                       OUT_RING(nmesa->enabled_lights);
+                       break;
+                       }
+//             case GL_LIGHTING:
+//             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, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+                       OUT_RING(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);
+                       break;
+               case GL_POLYGON_OFFSET_LINE:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_OFFSET_FILL:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_SMOOTH:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+                       OUT_RING(state);
+                       break;
+               case GL_POLYGON_STIPPLE:
+                       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
+                       OUT_RING(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_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);
+                       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 nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+    switch(pname)
+    {
+        case GL_FOG_MODE:
+            BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+            //OUT_RING (params);
+            break;
+            /* TODO: unsure about the rest.*/
+        default:
+            break;
+    }
+
+}
+   
+void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
+{
+       // TODO I need love (fog and line_smooth hints)
+}
+
+// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+
+void nv30Lightfv(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, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
+                       OUT_RINGf(params[0]);
+                       OUT_RINGf(params[1]);
+                       OUT_RINGf(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]);
+                       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]);
+                       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;
+               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 nv30LogicOpcode(GLcontext *ctx, GLenum opcode)
+{
+       nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+       BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP, 1);
+       OUT_RING(opcode);
+}
+
+void nv30PointParameterfv(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 (*PointSize)(GLcontext *ctx, GLfloat 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 (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+