static void nv30PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
- OUT_RINGf(factor);
+ 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_RINGf(units * 2.0);
+ OUT_RING_CACHEf(units * 2.0);
}
/** Set the polygon stippling pattern */
static void nv30PolygonStipple(GLcontext *ctx, const GLubyte *mask )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
- OUT_RINGp(mask, 32);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
+ OUT_RING_CACHEp(mask, 32);
}
/* Specifies the current buffer for reading */
static void nv30Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
- OUT_RING((w << 16) | x);
- OUT_RING((y << 16) | y);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((y << 16) | y);
}
/** Select flat or smooth shading */
static void nv30TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
/*XXX: This SHOULD work.*/
- OUT_RINGp(mat->m, 16);
+ OUT_RING_CACHEp(mat->m, 16);
}
/** Set the viewport */