/* * Copyright (C) 2009-2010 Francisco Jerez. * 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 the rights to use, copy, modify, merge, publish, * distribute, sublicense, 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 NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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 #include "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_fbo.h" #include "nouveau_util.h" #include "nv_object.xml.h" #include "nv20_3d.xml.h" #include "nv04_driver.h" #include "nv10_driver.h" #include "nv20_driver.h" static void nv20_clear(struct gl_context *ctx, GLbitfield buffers) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; uint32_t clear = 0; nouveau_validate_framebuffer(ctx); if (buffers & BUFFER_BITS_COLOR) { struct nouveau_surface *s = &to_nouveau_renderbuffer( fb->_ColorDrawBuffers[0])->surface; if (ctx->Color.ColorMask[0][RCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_R; if (ctx->Color.ColorMask[0][GCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_G; if (ctx->Color.ColorMask[0][BCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_B; if (ctx->Color.ColorMask[0][ACOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_A; BEGIN_RING(chan, kelvin, NV20_3D_CLEAR_VALUE, 1); OUT_RING(chan, pack_rgba_clamp_f(s->format, ctx->Color.ClearColor.f)); buffers &= ~BUFFER_BITS_COLOR; } if (buffers & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { struct nouveau_surface *s = &to_nouveau_renderbuffer( fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface; if (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) clear |= NV20_3D_CLEAR_BUFFERS_DEPTH; if (buffers & BUFFER_BIT_STENCIL && ctx->Stencil.WriteMask[0]) clear |= NV20_3D_CLEAR_BUFFERS_STENCIL; BEGIN_RING(chan, kelvin, NV20_3D_CLEAR_DEPTH_VALUE, 1); OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear)); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } BEGIN_RING(chan, kelvin, NV20_3D_CLEAR_BUFFERS, 1); OUT_RING(chan, clear); nouveau_clear(ctx, buffers); } static void nv20_hwctx_init(struct gl_context *ctx) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw; int i; BEGIN_RING(chan, kelvin, NV20_3D_DMA_NOTIFY, 1); OUT_RING (chan, hw->ntfy->handle); BEGIN_RING(chan, kelvin, NV20_3D_DMA_TEXTURE0, 2); OUT_RING (chan, chan->vram->handle); OUT_RING (chan, chan->gart->handle); BEGIN_RING(chan, kelvin, NV20_3D_DMA_COLOR, 2); OUT_RING (chan, chan->vram->handle); OUT_RING (chan, chan->vram->handle); BEGIN_RING(chan, kelvin, NV20_3D_DMA_VTXBUF0, 2); OUT_RING(chan, chan->vram->handle); OUT_RING(chan, chan->gart->handle); BEGIN_RING(chan, kelvin, NV20_3D_DMA_QUERY, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RT_HORIZ, 2); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_CLIP_HORIZ(0), 1); OUT_RING (chan, 0xfff << 16 | 0x0); BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_CLIP_VERT(0), 1); OUT_RING (chan, 0xfff << 16 | 0x0); for (i = 1; i < NV20_3D_VIEWPORT_CLIP_HORIZ__LEN; i++) { BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_CLIP_HORIZ(i), 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_CLIP_VERT(i), 1); OUT_RING (chan, 0); } BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_CLIP_MODE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, 0x17e0, 3); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 1.0); if (context_chipset(ctx) >= 0x25) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_RCOMP, 1); OUT_RING (chan, NV20_3D_TEX_RCOMP_LEQUAL | 0xdb0); } else { BEGIN_RING(chan, kelvin, 0x1e68, 1); OUT_RING (chan, 0x4b800000); /* 16777216.000000 */ BEGIN_RING(chan, kelvin, NV20_3D_TEX_RCOMP, 1); OUT_RING (chan, NV20_3D_TEX_RCOMP_LEQUAL); } BEGIN_RING(chan, kelvin, 0x290, 1); OUT_RING (chan, 0x10 << 16 | 1); BEGIN_RING(chan, kelvin, 0x9fc, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, 0x1d80, 1); OUT_RING (chan, 1); BEGIN_RING(chan, kelvin, 0x9f8, 1); OUT_RING (chan, 4); BEGIN_RING(chan, kelvin, 0x17ec, 3); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 1.0); OUT_RINGf (chan, 0.0); if (context_chipset(ctx) >= 0x25) { BEGIN_RING(chan, kelvin, 0x1d88, 1); OUT_RING (chan, 3); BEGIN_RING(chan, kelvin, NV25_3D_DMA_HIERZ, 1); OUT_RING (chan, chan->vram->handle); BEGIN_RING(chan, kelvin, NV25_3D_UNK01AC, 1); OUT_RING (chan, chan->vram->handle); } BEGIN_RING(chan, kelvin, NV20_3D_DMA_FENCE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, 0x1e98, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV01_GRAPH_NOTIFY, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, 0x120, 3); OUT_RING (chan, 0); OUT_RING (chan, 1); OUT_RING (chan, 2); if (context_chipset(ctx) >= 0x25) { BEGIN_RING(chan, kelvin, 0x1da4, 1); OUT_RING (chan, 0); } BEGIN_RING(chan, kelvin, NV20_3D_RT_HORIZ, 2); OUT_RING (chan, 0 << 16 | 0); OUT_RING (chan, 0 << 16 | 0); BEGIN_RING(chan, kelvin, NV20_3D_ALPHA_FUNC_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_ALPHA_FUNC_FUNC, 2); OUT_RING (chan, NV20_3D_ALPHA_FUNC_FUNC_ALWAYS); OUT_RING (chan, 0); for (i = 0; i < NV20_3D_TEX__LEN; i++) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_ENABLE(i), 1); OUT_RING (chan, 0); } BEGIN_RING(chan, kelvin, NV20_3D_TEX_SHADER_OP, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_TEX_SHADER_CULL_MODE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_IN_ALPHA(0), 4); OUT_RING (chan, 0x30d410d0); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_OUT_RGB(0), 4); OUT_RING (chan, 0x00000c00); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_ENABLE, 1); OUT_RING (chan, 0x00011101); BEGIN_RING(chan, kelvin, NV20_3D_RC_FINAL0, 2); OUT_RING (chan, 0x130e0300); OUT_RING (chan, 0x0c091c80); BEGIN_RING(chan, kelvin, NV20_3D_RC_OUT_ALPHA(0), 4); OUT_RING (chan, 0x00000c00); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_IN_RGB(0), 4); OUT_RING (chan, 0x20c400c0); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_COLOR0, 2); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_RC_CONSTANT_COLOR0(0), 4); OUT_RING (chan, 0x035125a0); OUT_RING (chan, 0); OUT_RING (chan, 0x40002000); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_MULTISAMPLE_CONTROL, 1); OUT_RING (chan, 0xffff0000); BEGIN_RING(chan, kelvin, NV20_3D_BLEND_FUNC_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_DITHER_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_STENCIL_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_BLEND_FUNC_SRC, 4); OUT_RING (chan, NV20_3D_BLEND_FUNC_SRC_ONE); OUT_RING (chan, NV20_3D_BLEND_FUNC_DST_ZERO); OUT_RING (chan, 0); OUT_RING (chan, NV20_3D_BLEND_EQUATION_FUNC_ADD); BEGIN_RING(chan, kelvin, NV20_3D_STENCIL_MASK, 7); OUT_RING (chan, 0xff); OUT_RING (chan, NV20_3D_STENCIL_FUNC_FUNC_ALWAYS); OUT_RING (chan, 0); OUT_RING (chan, 0xff); OUT_RING (chan, NV20_3D_STENCIL_OP_FAIL_KEEP); OUT_RING (chan, NV20_3D_STENCIL_OP_ZFAIL_KEEP); OUT_RING (chan, NV20_3D_STENCIL_OP_ZPASS_KEEP); BEGIN_RING(chan, kelvin, NV20_3D_COLOR_LOGIC_OP_ENABLE, 2); OUT_RING (chan, 0); OUT_RING (chan, NV20_3D_COLOR_LOGIC_OP_OP_COPY); BEGIN_RING(chan, kelvin, 0x17cc, 1); OUT_RING (chan, 0); if (context_chipset(ctx) >= 0x25) { BEGIN_RING(chan, kelvin, 0x1d84, 1); OUT_RING (chan, 1); } BEGIN_RING(chan, kelvin, NV20_3D_LIGHTING_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL, 1); OUT_RING (chan, NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL); BEGIN_RING(chan, kelvin, NV20_3D_SEPARATE_SPECULAR_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL_TWO_SIDE_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_ENABLED_LIGHTS, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_NORMALIZE_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_STIPPLE_PATTERN(0), NV20_3D_POLYGON_STIPPLE_PATTERN__LEN); for (i = 0; i < NV20_3D_POLYGON_STIPPLE_PATTERN__LEN; i++) { OUT_RING(chan, 0xffffffff); } BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_OFFSET_POINT_ENABLE, 3); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_DEPTH_FUNC, 1); OUT_RING (chan, NV20_3D_DEPTH_FUNC_LESS); BEGIN_RING(chan, kelvin, NV20_3D_DEPTH_WRITE_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_DEPTH_TEST_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_OFFSET_FACTOR, 2); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 0.0); BEGIN_RING(chan, kelvin, NV20_3D_DEPTH_CLAMP, 1); OUT_RING (chan, 1); if (context_chipset(ctx) < 0x25) { BEGIN_RING(chan, kelvin, 0x1d84, 1); OUT_RING (chan, 3); } BEGIN_RING(chan, kelvin, NV20_3D_POINT_SIZE, 1); if (context_chipset(ctx) >= 0x25) OUT_RINGf (chan, 1.0); else OUT_RING (chan, 8); if (context_chipset(ctx) >= 0x25) { BEGIN_RING(chan, kelvin, NV20_3D_POINT_PARAMETERS_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, 0x0a1c, 1); OUT_RING (chan, 0x800); } else { BEGIN_RING(chan, kelvin, NV20_3D_POINT_PARAMETERS_ENABLE, 2); OUT_RING (chan, 0); OUT_RING (chan, 0); } BEGIN_RING(chan, kelvin, NV20_3D_LINE_WIDTH, 1); OUT_RING (chan, 8); BEGIN_RING(chan, kelvin, NV20_3D_LINE_SMOOTH_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_MODE_FRONT, 2); OUT_RING (chan, NV20_3D_POLYGON_MODE_FRONT_FILL); OUT_RING (chan, NV20_3D_POLYGON_MODE_BACK_FILL); BEGIN_RING(chan, kelvin, NV20_3D_CULL_FACE, 2); OUT_RING (chan, NV20_3D_CULL_FACE_BACK); OUT_RING (chan, NV20_3D_FRONT_FACE_CCW); BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_SMOOTH_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_CULL_FACE_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_SHADE_MODEL, 1); OUT_RING (chan, NV20_3D_SHADE_MODEL_SMOOTH); BEGIN_RING(chan, kelvin, NV20_3D_POLYGON_STIPPLE_ENABLE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_MODE(0,0), 4 * NV20_3D_TEX_GEN_MODE__ESIZE); for (i=0; i < 4 * NV20_3D_TEX_GEN_MODE__LEN; i++) OUT_RING(chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_FOG_COEFF(0), 3); OUT_RINGf (chan, 1.5); OUT_RINGf (chan, -0.090168); OUT_RINGf (chan, 0.0); BEGIN_RING(chan, kelvin, NV20_3D_FOG_MODE, 2); OUT_RING (chan, NV20_3D_FOG_MODE_EXP_SIGNED); OUT_RING (chan, NV20_3D_FOG_COORD_FOG); BEGIN_RING(chan, kelvin, NV20_3D_FOG_ENABLE, 2); OUT_RING (chan, 0); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_ENGINE, 1); OUT_RING (chan, NV20_3D_ENGINE_FIXED); for (i = 0; i < NV20_3D_TEX_MATRIX_ENABLE__LEN; i++) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX_ENABLE(i), 1); OUT_RING (chan, 0); } BEGIN_RING(chan, kelvin, NV20_3D_VERTEX_ATTR_4F_X(1), 4 * 15); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 1.0); for (i = 0; i < 12; i++) { OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); } BEGIN_RING(chan, kelvin, NV20_3D_EDGEFLAG_ENABLE, 1); OUT_RING (chan, 1); BEGIN_RING(chan, kelvin, NV20_3D_COLOR_MASK, 1); OUT_RING (chan, 0x00010101); BEGIN_RING(chan, kelvin, NV20_3D_CLEAR_VALUE, 1); OUT_RING (chan, 0); BEGIN_RING(chan, kelvin, NV20_3D_DEPTH_RANGE_NEAR, 2); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 16777216.0); BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_TRANSLATE_X, 4); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 16777215.0); BEGIN_RING(chan, kelvin, NV20_3D_VIEWPORT_SCALE_X, 4); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 0.0); OUT_RINGf (chan, 16777215.0 * 0.5); OUT_RINGf (chan, 65535.0); FIRE_RING(chan); } static void nv20_context_destroy(struct gl_context *ctx) { struct nouveau_context *nctx = to_nouveau_context(ctx); nv04_surface_takedown(ctx); nv20_swtnl_destroy(ctx); nv20_vbo_destroy(ctx); nouveau_grobj_free(&nctx->hw.eng3d); nouveau_context_deinit(ctx); FREE(ctx); } static struct gl_context * nv20_context_create(struct nouveau_screen *screen, const struct gl_config *visual, struct gl_context *share_ctx) { struct nouveau_context *nctx; struct gl_context *ctx; unsigned kelvin_class; int ret; nctx = CALLOC_STRUCT(nouveau_context); if (!nctx) return NULL; ctx = &nctx->base; if (!nouveau_context_init(ctx, screen, visual, share_ctx)) goto fail; ctx->Extensions.ARB_texture_env_crossbar = true; ctx->Extensions.ARB_texture_env_combine = true; ctx->Extensions.ARB_texture_env_dot3 = true; ctx->Extensions.NV_fog_distance = true; ctx->Extensions.NV_texture_rectangle = true; /* GL constants. */ ctx->Const.MaxTextureCoordUnits = NV20_TEXTURE_UNITS; ctx->Const.MaxTextureImageUnits = NV20_TEXTURE_UNITS; ctx->Const.MaxTextureUnits = NV20_TEXTURE_UNITS; ctx->Const.MaxTextureMaxAnisotropy = 8; ctx->Const.MaxTextureLodBias = 15; ctx->Driver.Clear = nv20_clear; /* 2D engine. */ ret = nv04_surface_init(ctx); if (!ret) goto fail; /* 3D engine. */ if (context_chipset(ctx) >= 0x25) kelvin_class = NV25_3D; else kelvin_class = NV20_3D; ret = nouveau_grobj_alloc(context_chan(ctx), 0xbeef0001, kelvin_class, &nctx->hw.eng3d); if (ret) goto fail; nv20_hwctx_init(ctx); nv20_vbo_init(ctx); nv20_swtnl_init(ctx); return ctx; fail: nv20_context_destroy(ctx); return NULL; } const struct nouveau_driver nv20_driver = { .context_create = nv20_context_create, .context_destroy = nv20_context_destroy, .surface_copy = nv04_surface_copy, .surface_fill = nv04_surface_fill, .emit = (nouveau_state_func[]) { nv10_emit_alpha_func, nv10_emit_blend_color, nv10_emit_blend_equation, nv10_emit_blend_func, nv20_emit_clip_plane, nv20_emit_clip_plane, nv20_emit_clip_plane, nv20_emit_clip_plane, nv20_emit_clip_plane, nv20_emit_clip_plane, nv10_emit_color_mask, nv20_emit_color_material, nv10_emit_cull_face, nv10_emit_front_face, nv10_emit_depth, nv10_emit_dither, nv20_emit_frag, nv20_emit_framebuffer, nv20_emit_fog, nv10_emit_light_enable, nv20_emit_light_model, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv20_emit_light_source, nv10_emit_line_stipple, nv10_emit_line_mode, nv20_emit_logic_opcode, nv20_emit_material_ambient, nv20_emit_material_ambient, nv20_emit_material_diffuse, nv20_emit_material_diffuse, nv20_emit_material_specular, nv20_emit_material_specular, nv20_emit_material_shininess, nv20_emit_material_shininess, nv20_emit_modelview, nv20_emit_point_mode, nv10_emit_point_parameter, nv10_emit_polygon_mode, nv10_emit_polygon_offset, nv10_emit_polygon_stipple, nv20_emit_projection, nv10_emit_render_mode, nv10_emit_scissor, nv10_emit_shade_model, nv10_emit_stencil_func, nv10_emit_stencil_mask, nv10_emit_stencil_op, nv20_emit_tex_env, nv20_emit_tex_env, nv20_emit_tex_env, nv20_emit_tex_env, nv20_emit_tex_gen, nv20_emit_tex_gen, nv20_emit_tex_gen, nv20_emit_tex_gen, nv20_emit_tex_mat, nv20_emit_tex_mat, nv20_emit_tex_mat, nv20_emit_tex_mat, nv20_emit_tex_obj, nv20_emit_tex_obj, nv20_emit_tex_obj, nv20_emit_tex_obj, nv20_emit_viewport, nv20_emit_tex_shader }, .num_emit = NUM_NV20_STATE, };