summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/nouveau/nv10_state.c
blob: 3e5bfe093f98beb5433ef277653e0661579b0d6f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
/**************************************************************************

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"

static void nv10ViewportScale(nouveauContextPtr nmesa)
{
	GLcontext *ctx = nmesa->glCtx;
	GLfloat w = ((GLfloat) ctx->Viewport.Width) * 0.5;
	GLfloat h = ((GLfloat) ctx->Viewport.Height) * 0.5;
	GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;

	if (ctx->DrawBuffer) {
		if (ctx->DrawBuffer->_DepthBuffer) {
			switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
				case 16:
					max_depth *= 32767.0;
					break;
				case 24:
					max_depth *= 16777215.0;
					break;
			}
		}
	}

	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
	OUT_RINGf (w - 2048.0);
	OUT_RINGf (h - 2048.0);
	OUT_RINGf (max_depth);
	OUT_RINGf (0.0);
}

static void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	GLubyte ubRef;
	CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
	OUT_RING_CACHE(func);
	OUT_RING_CACHE(ubRef);
}

static 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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
	OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
}

static void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	assert( modeRGB == modeA );

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
	OUT_RING_CACHE(modeRGB);
}


static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
		GLenum sfactorA, GLenum dfactorA)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	assert( sfactorRGB == sfactorA );
	assert( dfactorRGB == dfactorA );

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
	OUT_RING_CACHE(sfactorRGB);
	OUT_RING_CACHE(dfactorRGB);
}

static void nv10ClearColor(GLcontext *ctx, const GLfloat color[4])
{
	/* Not for NV10 */
}

static void nv10ClearDepth(GLcontext *ctx, GLclampd d)
{
	/* Not for NV10 */
}

static void nv10ClearStencil(GLcontext *ctx, GLint s)
{
	/* Not for NV10 */
}

static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane - GL_CLIP_PLANE0), 4);
	OUT_RING_CACHEf(equation[0]);
	OUT_RING_CACHEf(equation[1]);
	OUT_RING_CACHEf(equation[2]);
	OUT_RING_CACHEf(equation[3]);
}

static void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
		GLboolean bmask, GLboolean amask )
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
	OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
}

static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
{
	/* TODO I need love */
}

static void nv10CullFace(GLcontext *ctx, GLenum mode)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
	OUT_RING_CACHE(mode);
}

static void nv10FrontFace(GLcontext *ctx, GLenum mode)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
	OUT_RING_CACHE(mode);
}

static void nv10DepthFunc(GLcontext *ctx, GLenum func)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
	OUT_RING_CACHE(func);
}

static void nv10DepthMask(GLcontext *ctx, GLboolean flag)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
	OUT_RING_CACHE(flag);
}

static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	GLfloat depth_scale = 16777216.0;
	if (ctx->DrawBuffer) {
		if (ctx->DrawBuffer->_DepthBuffer) {
			if (ctx->DrawBuffer->_DepthBuffer->DepthBits == 16) {
				depth_scale = 32768.0;
			}
		}
	}

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
	OUT_RING_CACHEf(nearval * depth_scale);
	OUT_RING_CACHEf(farval * depth_scale);

	nv10ViewportScale(nmesa);
}

/** 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 );

static void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	switch(cap)
	{
		case GL_ALPHA_TEST:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
//		case GL_AUTO_NORMAL:
		case GL_BLEND:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
			OUT_RING_CACHE(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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
			OUT_RING_CACHE(state);
			break;
		case GL_COLOR_LOGIC_OP:
			if (nmesa->screen->card->type >= NV_11) {
				BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
				OUT_RING_CACHE(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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_DEPTH_TEST:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_DITHER:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_FOG:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
//		case GL_HISTOGRAM:
//		case GL_INDEX_LOGIC_OP:
#if 0
			/* light is broken, the hardware seem to only allow to use light 
			 * in order : ie GL_LIGHT0 & GL_LIGHT2 is invalid
			 * In this case the blob remap GL_LIGHT2 to hw light 1
			 */
		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));
			if (state)
				nmesa->enabled_lights |= mask;
			else
				nmesa->enabled_lights &= ~mask;

			if (nmesa->lighting_enabled)
			{
				BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
				OUT_RING_CACHE(nmesa->enabled_lights);
			}
			break;
			}
		case GL_LIGHTING:
			nmesa->lighting_enabled=state;
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
			if (nmesa->lighting_enabled)
				OUT_RING_CACHE(nmesa->enabled_lights);
			else
				OUT_RING_CACHE(0x0);
			break;
#endif
		case GL_LINE_SMOOTH:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
//		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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
//		case GL_POINT_SMOOTH:
		case GL_POLYGON_OFFSET_POINT:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_POLYGON_OFFSET_LINE:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_POLYGON_OFFSET_FILL:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
			OUT_RING_CACHE(state);
			break;
		case GL_POLYGON_SMOOTH:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
			OUT_RING_CACHE(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:
			// TODO BACK and FRONT ?
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
			OUT_RING_CACHE(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:
	}
}

static void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
    nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
    GLubyte cf[4];
    switch(pname)
    {
        case GL_FOG_MODE:
            BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
            OUT_RING_CACHE (ctx->Fog.Mode); /* can we extract it from params ??? */
            break;
        case GL_FOG_COLOR:
            CLAMPED_FLOAT_TO_UBYTE(cf[0], params[0]);
            CLAMPED_FLOAT_TO_UBYTE(cf[1], params[1]);
            CLAMPED_FLOAT_TO_UBYTE(cf[2], params[2]);
            CLAMPED_FLOAT_TO_UBYTE(cf[3], params[3]);

            BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_COLOR, 1);
            OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
            break;
            /* TODO: unsure about the rest.*/
        default:
            break;
    }

}
   
static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
{
	/* TODO I need love (fog and line_smooth hints) */
}

// void (*IndexMask)(GLcontext *ctx, GLuint mask);

enum {
	SPOTLIGHT_NO_UPDATE,
	SPOTLIGHT_UPDATE_EXPONENT,
	SPOTLIGHT_UPDATE_DIRECTION,
	SPOTLIGHT_UPDATE_ALL
};

static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	GLint p = light - GL_LIGHT0;
	struct gl_light *l = &ctx->Light.Light[p];
	int spotlight_update = SPOTLIGHT_NO_UPDATE;

	switch(pname)
	{
		case GL_AMBIENT:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
			OUT_RING_CACHEf(params[0]);
			OUT_RING_CACHEf(params[1]);
			OUT_RING_CACHEf(params[2]);
			break;
		case GL_DIFFUSE:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
			OUT_RING_CACHEf(params[0]);
			OUT_RING_CACHEf(params[1]);
			OUT_RING_CACHEf(params[2]);
			break;
		case GL_SPECULAR:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
			OUT_RING_CACHEf(params[0]);
			OUT_RING_CACHEf(params[1]);
			OUT_RING_CACHEf(params[2]);
			break;
		case GL_POSITION:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
			OUT_RING_CACHEf(params[0]);
			OUT_RING_CACHEf(params[1]);
			OUT_RING_CACHEf(params[2]);
			break;
		case GL_SPOT_DIRECTION:
			spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
			break;
		case GL_SPOT_EXPONENT:
			spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
			break;
		case GL_SPOT_CUTOFF:
			spotlight_update = SPOTLIGHT_UPDATE_ALL;
			break;
		case GL_CONSTANT_ATTENUATION:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
			OUT_RING_CACHEf(*params);
			break;
		case GL_LINEAR_ATTENUATION:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
			OUT_RING_CACHEf(*params);
			break;
		case GL_QUADRATIC_ATTENUATION:
			BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
			OUT_RING_CACHEf(*params);
			break;
		default:
			break;
	}

	switch(spotlight_update) {
		case SPOTLIGHT_UPDATE_DIRECTION:
			{
				GLfloat x,y,z;
				GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
				x = spot_light_coef_a * l->_NormDirection[0];
				y = spot_light_coef_a * l->_NormDirection[1];
				z = spot_light_coef_a * l->_NormDirection[2];
				BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
				OUT_RING_CACHEf(x);
				OUT_RING_CACHEf(y);
				OUT_RING_CACHEf(z);
			}
			break;
		case SPOTLIGHT_UPDATE_EXPONENT:
			{
				GLfloat cc,lc,qc;
				cc = 1.0;	/* FIXME: These need to be correctly computed */
				lc = 0.0;
				qc = 2.0;
				BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
				OUT_RING_CACHEf(cc);
				OUT_RING_CACHEf(lc);
				OUT_RING_CACHEf(qc);
			}
			break;
		case SPOTLIGHT_UPDATE_ALL:
			{
				GLfloat cc,lc,qc, x,y,z, c;
				GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
				cc = 1.0;	/* FIXME: These need to be correctly computed */
				lc = 0.0;
				qc = 2.0;
				x = spot_light_coef_a * l->_NormDirection[0];
				y = spot_light_coef_a * l->_NormDirection[1];
				z = spot_light_coef_a * l->_NormDirection[2];
				c = spot_light_coef_a + 1.0;
				BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
				OUT_RING_CACHEf(cc);
				OUT_RING_CACHEf(lc);
				OUT_RING_CACHEf(qc);
				OUT_RING_CACHEf(x);
				OUT_RING_CACHEf(y);
				OUT_RING_CACHEf(z);
				OUT_RING_CACHEf(c);
			}
			break;
		default:
			break;
	}
}

/** Set the lighting model parameters */
static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);


static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
{
	/* Not for NV10 */
}

static void nv10LineWidth(GLcontext *ctx, GLfloat width)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
	OUT_RING_CACHE(((int) (width * 8.0)) & -4);
}

static void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	if (nmesa->screen->card->type < NV_11) {
		return;
	}

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
	OUT_RING_CACHE(opcode);
}

static void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
	/*TODO: not sure what goes here. */
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	
}

static void nv10PointSize(GLcontext *ctx, GLfloat size)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
	OUT_RING_CACHE(((int) (size * 8.0)) & -4);
}

static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
		BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
		OUT_RING_CACHE(mode);
	}
	if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
		BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
		OUT_RING_CACHE(mode);
	}
}

/** Set the scale and units used to calculate depth values */
static void nv10PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
{
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
        OUT_RING_CACHEf(factor);
        OUT_RING_CACHEf(units);
}

/** Set the polygon stippling pattern */
static void nv10PolygonStipple(GLcontext *ctx, const GLubyte *mask )
{
	/* Not for NV10 */
}

/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
void (*RenderMode)(GLcontext *ctx, GLenum mode );

/* Translate GL coords to window coords, clamping w/h to the
 * dimensions of the window.
 */
static void nv10WindowCoords(nouveauContextPtr nmesa,
			     GLuint x, GLuint y, GLuint w, GLuint h,
			     GLuint *wX, GLuint *wY, GLuint *wW, GLuint *wH)
{
	if ((x+w) > nmesa->drawW)
		w = nmesa->drawW - x;
	(*wX) = x + nmesa->drawX;
	(*wW) = w;

	if ((y+h) > nmesa->drawH)
		h = nmesa->drawH - y;
	(*wY) = (nmesa->drawH - y) - h + nmesa->drawY;
	(*wH) = h;
}

/** Define the scissor box */
static void nv10Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	GLuint wX, wY, wW, wH;

	/* There's no scissor enable bit, so adjust the scissor to cover the
	 * maximum draw buffer bounds
	 */
	if (!ctx->Scissor.Enabled) {
	   wX = nmesa->drawX;
	   wY = nmesa->drawY;
	   wW = nmesa->drawW;
	   wH = nmesa->drawH;
	} else {
	   nv10WindowCoords(nmesa, x, y, w, h, &wX, &wY, &wW, &wH);
	}

	if (!wW || !wH) {
		return;
	}

	BEGIN_RING_SIZE(NvSub3D,
	      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 1);
        OUT_RING(((wW+wX-1) << 16) | wX | 0x08000800);
	BEGIN_RING_SIZE(NvSub3D,
	      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(0), 1);
        OUT_RING(((wH+wY-1) << 16) | wY | 0x08000800);
}

/** Select flat or smooth shading */
static void nv10ShadeModel(GLcontext *ctx, GLenum mode)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
	OUT_RING_CACHE(mode);
}

/** OpenGL 2.0 two-sided StencilFunc */
static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
		GLint ref, GLuint mask)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	/* NV10 do not have separate FRONT and BACK stencils */
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
	OUT_RING_CACHE(func);
	OUT_RING_CACHE(ref);
	OUT_RING_CACHE(mask);
}

/** OpenGL 2.0 two-sided StencilMask */
static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	/* NV10 do not have separate FRONT and BACK stencils */
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
	OUT_RING_CACHE(mask);
}

/** OpenGL 2.0 two-sided StencilOp */
static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
		GLenum zfail, GLenum zpass)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	/* NV10 do not have separate FRONT and BACK stencils */
	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 3);
	OUT_RING_CACHE(fail);
	OUT_RING_CACHE(zfail);
	OUT_RING_CACHE(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);

static void nv10TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
{
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
        BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
        /*XXX: This SHOULD work.*/
        OUT_RING_CACHEp(mat->m, 16);
}

static void nv10UpdateProjectionMatrix(GLcontext *ctx)
{
        nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
	GLfloat w = ((GLfloat) ctx->Viewport.Width) * 0.5;
	GLfloat h = ((GLfloat) ctx->Viewport.Height) * 0.5;
	GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
	GLfloat projection[16];
	int i;

	if (ctx->DrawBuffer) {
		if (ctx->DrawBuffer->_DepthBuffer) {
			switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
				case 16:
					max_depth *= 32767.0;
					break;
				case 24:
					max_depth *= 16777215.0;
					break;
			}
		}
	}

	/* Transpose and rescale for viewport */
	for (i=0; i<4; i++) {
		projection[i] = w * ctx->_ModelProjectMatrix.m[i*4];
	}
	for (i=0; i<4; i++) {
		projection[i+4] = -h * ctx->_ModelProjectMatrix.m[i*4+1];
	}
	for (i=0; i<4; i++) {
		projection[i+8] = max_depth * ctx->_ModelProjectMatrix.m[i*4+2];
	}
	for (i=0; i<4; i++) {
		projection[i+12] = ctx->_ModelProjectMatrix.m[i*4+3];
	}

	BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_PROJECTION_MATRIX(0), 16);
	OUT_RING_CACHE_FORCEp(projection, 16);
}

static void nv10UpdateModelviewMatrix(GLcontext *ctx)
{
	/* TODO	update modelview if lighting or vertex weight enabled
		update inverse modelview if lighting enabled
		or update projection if lighting and vertex weight disabled
	*/

	nv10UpdateProjectionMatrix(ctx);
}

/* Update anything that depends on the window position/size */
static void nv10WindowMoved(nouveauContextPtr nmesa)
{
	GLcontext *ctx = nmesa->glCtx;
	GLfloat *v = nmesa->viewport.m;
	GLuint wX, wY, wW, wH;

	nv10WindowCoords(nmesa, ctx->Viewport.X, ctx->Viewport.Y, 
				ctx->Viewport.Width, ctx->Viewport.Height,
				&wX, &wY, &wW, &wH);

        BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
        OUT_RING((wW << 16) | wX);
        OUT_RING((wH << 16) | wY);

	nv10ViewportScale(nmesa);

	ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
	      		    ctx->Scissor.Width, ctx->Scissor.Height);
}

/* Initialise any card-specific non-GL related state */
static GLboolean nv10InitCard(nouveauContextPtr nmesa)
{
	int i;
	GLfloat projection[16];

	nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);

	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY0, 2);
	OUT_RING(NvDmaFB);	/* 184 dma_in_memory0 */
	OUT_RING(NvDmaTT);	/* 188 dma_in_memory1 */
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY2, 2);
	OUT_RING(NvDmaFB);	/* 194 dma_in_memory2 */
	OUT_RING(NvDmaFB);	/* 198 dma_in_memory3 */

	/* 0x0 viewport size */
        BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
        OUT_RING(0);
        OUT_RING(0);

	/* Clipping regions */
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_MODE, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D,
	      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 1);
        OUT_RING(0x07ff0800);
	BEGIN_RING_SIZE(NvSub3D,
	      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(0), 1);
        OUT_RING(0x07ff0800);
	for (i=1; i<8; i++) {
		BEGIN_RING_SIZE(NvSub3D,
		      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1);
        	OUT_RING(0);
		BEGIN_RING_SIZE(NvSub3D,
		      NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(i), 1);
	        OUT_RING(0);
	}

	BEGIN_RING_SIZE(NvSub3D, 0x0290, 1);
	OUT_RING(0x00100001);
	BEGIN_RING_SIZE(NvSub3D, 0x03f4, 1);
	OUT_RING(0);

	if (nmesa->screen->card->type >= NV_11) {
	        BEGIN_RING_SIZE(NvSub3D, 0x120, 3);
        	OUT_RING(0);
	        OUT_RING(1);
	        OUT_RING(2);

	        BEGIN_RING_SIZE(NvSubImageBlit, 0x120, 3);
        	OUT_RING(0);
	        OUT_RING(1);
	        OUT_RING(2);
	}

	/* Set state for stuff not initialized in nouveau_state.c */
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_TX_ENABLE(0), 2);
	OUT_RING  (0);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_RC_IN_ALPHA(0), 12);
	OUT_RING  (0x30141010);
	OUT_RING  (0);
	OUT_RING  (0x20040000);
	OUT_RING  (0);
	OUT_RING  (0);
	OUT_RING  (0);
	OUT_RING  (0x00000c00);
	OUT_RING  (0);
	OUT_RING  (0x00000c00);
	OUT_RING  (0x18000000);
	OUT_RING  (0x300e0300);
	OUT_RING  (0x0c091c80);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_WEIGHT_ENABLE, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_MODEL, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_CONTROL, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
	OUT_RING  (8);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_PARAMETERS_ENABLE, 1);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
	OUT_RING  (8);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(0), 8);
	for (i=0;i<8;i++) {
		OUT_RING  (0);
	}
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_EQUATION_CONSTANT, 3);
	OUT_RINGf (-1.50);
	OUT_RINGf (-0.09);
	OUT_RINGf ( 0.00);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 2);
	OUT_RING  (0x802);
	OUT_RING  (2);

	/* Projection and modelview matrix */
	memset(projection, 0, sizeof(projection));
	projection[0*4+0] = 1.0;
	projection[1*4+1] = 1.0;
	projection[2*4+2] = 1.0;
	projection[3*4+3] = 1.0;

	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEW_MATRIX_ENABLE, 1);
	OUT_RING  (6);	/* enable projection and modelview0 matrix */
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_PROJECTION_MATRIX(0), 16);
	for (i=0; i<16; i++) {
		OUT_RINGf (projection[i]);
	}
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_MODELVIEW0_MATRIX(0), 16);
	for (i=0; i<16; i++) {
		OUT_RINGf (projection[i]);
	}
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
	OUT_RINGf  (0.0);
	OUT_RINGf  (1.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
	OUT_RINGf  (1.0);
	OUT_RINGf  (1.0);
	OUT_RINGf  (1.0);
	OUT_RINGf  (1.0);

	/* Set per-vertex component */
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_COL_4F_R, 4);
	OUT_RINGf (1.0);
	OUT_RINGf (1.0);
	OUT_RINGf (1.0);
	OUT_RINGf (1.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_COL2_3F_R, 3);
	OUT_RING  (0);
	OUT_RING  (0);
	OUT_RING  (0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_NOR_3F_X, 3);
	OUT_RINGf (0.0);
	OUT_RINGf (0.0);
	OUT_RINGf (1.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_TX0_4F_S, 4);
	OUT_RINGf (0.0);
	OUT_RINGf (0.0);
	OUT_RINGf (0.0);
	OUT_RINGf (1.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_TX1_4F_S, 4);
	OUT_RINGf (0.0);
	OUT_RINGf (0.0);
	OUT_RINGf (0.0);
	OUT_RINGf (1.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_FOG_1F, 1);
	OUT_RINGf (0.0);
	BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_EDGEFLAG_ENABLE, 1);
	OUT_RING  (1);

	return GL_TRUE;
}

/* Update buffer offset/pitch/format */
static GLboolean nv10BindBuffers(nouveauContextPtr nmesa, int num_color,
				 nouveau_renderbuffer_t **color,
				 nouveau_renderbuffer_t *depth)
{
	GLuint x, y, w, h;
	GLuint pitch, format, depth_pitch;

	/* Store buffer pointers in context */
	nmesa->color_buffer = color[0];
	nmesa->depth_buffer = depth;

	w = color[0]->mesa.Width;
	h = color[0]->mesa.Height;
	x = nmesa->drawX;
	y = nmesa->drawY;

	if (num_color != 1)
		return GL_FALSE;

        BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6);
        OUT_RING((w << 16) | x);
        OUT_RING((h << 16) | y);
	depth_pitch = (depth ? depth->pitch : color[0]->pitch);
	pitch = (depth_pitch<<16) | color[0]->pitch;
	format = 0x108;
	if (color[0]->mesa._ActualFormat != GL_RGBA8) {
		format = 0x103; /* R5G6B5 color buffer */
	}
	OUT_RING(format);
	OUT_RING(pitch);
	OUT_RING(color[0]->offset);
	OUT_RING(depth ? depth->offset : color[0]->offset);

	return GL_TRUE;
}

void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
{
	nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);

	func->AlphaFunc			= nv10AlphaFunc;
	func->BlendColor		= nv10BlendColor;
	func->BlendEquationSeparate	= nv10BlendEquationSeparate;
	func->BlendFuncSeparate		= nv10BlendFuncSeparate;
/*	func->Clear			= nv10Clear;*/		/* Not for NV10 */
	func->ClearColor		= nv10ClearColor;	/* Not for NV10 */
	func->ClearDepth		= nv10ClearDepth;	/* Not for NV10 */
	func->ClearStencil		= nv10ClearStencil;	/* Not for NV10 */
	func->ClipPlane			= nv10ClipPlane;
	func->ColorMask			= nv10ColorMask;
	func->ColorMaterial		= nv10ColorMaterial;
	func->CullFace			= nv10CullFace;
	func->FrontFace			= nv10FrontFace;
	func->DepthFunc			= nv10DepthFunc;
	func->DepthMask			= nv10DepthMask;
	func->DepthRange		= nv10DepthRange;
	func->Enable			= nv10Enable;
	func->Fogfv			= nv10Fogfv;
	func->Hint			= nv10Hint;
	func->Lightfv			= nv10Lightfv;
/*	func->LightModelfv		= nv10LightModelfv; */
	func->LineStipple		= nv10LineStipple;		/* Not for NV10 */
	func->LineWidth			= nv10LineWidth;
	func->LogicOpcode		= nv10LogicOpcode;
	func->PointParameterfv		= nv10PointParameterfv;
	func->PointSize			= nv10PointSize;
	func->PolygonMode		= nv10PolygonMode;
	func->PolygonOffset		= nv10PolygonOffset;
	func->PolygonStipple		= nv10PolygonStipple;		/* Not for NV10 */
/*	func->ReadBuffer		= nv10ReadBuffer;*/
/*	func->RenderMode		= nv10RenderMode;*/
	func->Scissor			= nv10Scissor;
	func->ShadeModel		= nv10ShadeModel;
	func->StencilFuncSeparate	= nv10StencilFuncSeparate;
	func->StencilMaskSeparate	= nv10StencilMaskSeparate;
	func->StencilOpSeparate		= nv10StencilOpSeparate;
/*	func->TexGen			= nv10TexGen;*/
/*	func->TexParameter		= nv10TexParameter;*/
	func->TextureMatrix		= nv10TextureMatrix;

	nmesa->hw_func.InitCard		= nv10InitCard;
	nmesa->hw_func.BindBuffers	= nv10BindBuffers;
	nmesa->hw_func.WindowMoved	= nv10WindowMoved;
	nmesa->hw_func.UpdateProjectionMatrix = nv10UpdateProjectionMatrix;
	nmesa->hw_func.UpdateModelviewMatrix = nv10UpdateModelviewMatrix;
}