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1 /*
2  * Copyright (C) 2009 Francisco Jerez.
3  * All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining
6  * a copy of this software and associated documentation files (the
7  * "Software"), to deal in the Software without restriction, including
8  * without limitation the rights to use, copy, modify, merge, publish,
9  * distribute, sublicense, and/or sell copies of the Software, and to
10  * permit persons to whom the Software is furnished to do so, subject to
11  * the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the
14  * next paragraph) shall be included in all copies or substantial
15  * portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24  *
25  */
26 
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_texture.h"
30 #include "nouveau_util.h"
31 
32 #include "swrast/swrast.h"
33 #include "tnl/tnl.h"
34 #include "util/bitscan.h"
35 #include "main/framebuffer.h"
36 
37 static void
nouveau_alpha_func(struct gl_context * ctx,GLenum func,GLfloat ref)38 nouveau_alpha_func(struct gl_context *ctx, GLenum func, GLfloat ref)
39 {
40 	context_dirty(ctx, ALPHA_FUNC);
41 }
42 
43 static void
nouveau_blend_color(struct gl_context * ctx,const GLfloat color[4])44 nouveau_blend_color(struct gl_context *ctx, const GLfloat color[4])
45 {
46 	context_dirty(ctx, BLEND_COLOR);
47 }
48 
49 static void
nouveau_blend_equation_separate(struct gl_context * ctx,GLenum modeRGB,GLenum modeA)50 nouveau_blend_equation_separate(struct gl_context *ctx, GLenum modeRGB, GLenum modeA)
51 {
52 	context_dirty(ctx, BLEND_EQUATION);
53 }
54 
55 static void
nouveau_blend_func_separate(struct gl_context * ctx,GLenum sfactorRGB,GLenum dfactorRGB,GLenum sfactorA,GLenum dfactorA)56 nouveau_blend_func_separate(struct gl_context *ctx, GLenum sfactorRGB,
57 			    GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA)
58 {
59 	context_dirty(ctx, BLEND_FUNC);
60 }
61 
62 static void
nouveau_clip_plane(struct gl_context * ctx,GLenum plane,const GLfloat * equation)63 nouveau_clip_plane(struct gl_context *ctx, GLenum plane, const GLfloat *equation)
64 {
65 	context_dirty_i(ctx, CLIP_PLANE, plane - GL_CLIP_PLANE0);
66 }
67 
68 static void
nouveau_color_mask(struct gl_context * ctx,GLboolean rmask,GLboolean gmask,GLboolean bmask,GLboolean amask)69 nouveau_color_mask(struct gl_context *ctx, GLboolean rmask, GLboolean gmask,
70 		   GLboolean bmask, GLboolean amask)
71 {
72 	context_dirty(ctx, COLOR_MASK);
73 }
74 
75 static void
nouveau_color_material(struct gl_context * ctx,GLenum face,GLenum mode)76 nouveau_color_material(struct gl_context *ctx, GLenum face, GLenum mode)
77 {
78 	context_dirty(ctx, COLOR_MATERIAL);
79 	context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
80 	context_dirty(ctx, MATERIAL_BACK_AMBIENT);
81 	context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
82 	context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
83 	context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
84 	context_dirty(ctx, MATERIAL_BACK_SPECULAR);
85 }
86 
87 static void
nouveau_cull_face(struct gl_context * ctx,GLenum mode)88 nouveau_cull_face(struct gl_context *ctx, GLenum mode)
89 {
90 	context_dirty(ctx, CULL_FACE);
91 }
92 
93 static void
nouveau_front_face(struct gl_context * ctx,GLenum mode)94 nouveau_front_face(struct gl_context *ctx, GLenum mode)
95 {
96 	context_dirty(ctx, FRONT_FACE);
97 }
98 
99 static void
nouveau_depth_func(struct gl_context * ctx,GLenum func)100 nouveau_depth_func(struct gl_context *ctx, GLenum func)
101 {
102 	context_dirty(ctx, DEPTH);
103 }
104 
105 static void
nouveau_depth_mask(struct gl_context * ctx,GLboolean flag)106 nouveau_depth_mask(struct gl_context *ctx, GLboolean flag)
107 {
108 	context_dirty(ctx, DEPTH);
109 }
110 
111 static void
nouveau_read_buffer(struct gl_context * ctx,GLenum buffer)112 nouveau_read_buffer(struct gl_context *ctx, GLenum buffer)
113 {
114 	nouveau_validate_framebuffer(ctx);
115 }
116 
117 static void
nouveau_draw_buffer(struct gl_context * ctx)118 nouveau_draw_buffer(struct gl_context *ctx)
119 {
120 	nouveau_validate_framebuffer(ctx);
121 	context_dirty(ctx, FRAMEBUFFER);
122 }
123 
124 static void
nouveau_enable(struct gl_context * ctx,GLenum cap,GLboolean state)125 nouveau_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
126 {
127 	GLbitfield mask;
128 
129 	switch (cap) {
130 	case GL_ALPHA_TEST:
131 		context_dirty(ctx, ALPHA_FUNC);
132 		break;
133 	case GL_BLEND:
134 		context_dirty(ctx, BLEND_EQUATION);
135 		break;
136 	case GL_COLOR_LOGIC_OP:
137 		context_dirty(ctx, LOGIC_OPCODE);
138 		break;
139 	case GL_COLOR_MATERIAL:
140 		context_dirty(ctx, COLOR_MATERIAL);
141 		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
142 		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
143 		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
144 		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
145 		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
146 		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
147 		break;
148 	case GL_COLOR_SUM_EXT:
149 		context_dirty(ctx, FRAG);
150 		context_dirty(ctx, LIGHT_MODEL);
151 		break;
152 	case GL_CULL_FACE:
153 		context_dirty(ctx, CULL_FACE);
154 		break;
155 	case GL_DEPTH_TEST:
156 		context_dirty(ctx, DEPTH);
157 		break;
158 	case GL_DITHER:
159 		context_dirty(ctx, DITHER);
160 		break;
161 	case GL_FOG:
162 		context_dirty(ctx, FOG);
163 		context_dirty(ctx, FRAG);
164 		context_dirty(ctx, MODELVIEW);
165 		break;
166 	case GL_LIGHT0:
167 	case GL_LIGHT1:
168 	case GL_LIGHT2:
169 	case GL_LIGHT3:
170 	case GL_LIGHT4:
171 	case GL_LIGHT5:
172 	case GL_LIGHT6:
173 	case GL_LIGHT7:
174 		context_dirty(ctx, MODELVIEW);
175 		context_dirty(ctx, LIGHT_ENABLE);
176 		context_dirty_i(ctx, LIGHT_SOURCE, cap - GL_LIGHT0);
177 		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
178 		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
179 		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
180 		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
181 		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
182 		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
183 		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
184 		context_dirty(ctx, MATERIAL_BACK_SHININESS);
185 		break;
186 	case GL_LIGHTING:
187 		context_dirty(ctx, FRAG);
188 		context_dirty(ctx, MODELVIEW);
189 		context_dirty(ctx, LIGHT_MODEL);
190 		context_dirty(ctx, LIGHT_ENABLE);
191 
192 		mask = ctx->Light._EnabledLights;
193 		while (mask) {
194 			const int i = u_bit_scan(&mask);
195 			context_dirty_i(ctx, LIGHT_SOURCE, i);
196 		}
197 
198 		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
199 		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
200 		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
201 		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
202 		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
203 		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
204 		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
205 		context_dirty(ctx, MATERIAL_BACK_SHININESS);
206 		break;
207 	case GL_LINE_SMOOTH:
208 		context_dirty(ctx, LINE_MODE);
209 		break;
210 	case GL_NORMALIZE:
211 		context_dirty(ctx, LIGHT_ENABLE);
212 		break;
213 	case GL_POINT_SMOOTH:
214 		context_dirty(ctx, POINT_MODE);
215 		break;
216 	case GL_POLYGON_OFFSET_POINT:
217 	case GL_POLYGON_OFFSET_LINE:
218 	case GL_POLYGON_OFFSET_FILL:
219 		context_dirty(ctx, POLYGON_OFFSET);
220 		break;
221 	case GL_POLYGON_SMOOTH:
222 		context_dirty(ctx, POLYGON_MODE);
223 		break;
224 	case GL_SCISSOR_TEST:
225 		context_dirty(ctx, SCISSOR);
226 		break;
227 	case GL_STENCIL_TEST:
228 		context_dirty(ctx, STENCIL_FUNC);
229 		break;
230 	case GL_TEXTURE_1D:
231 	case GL_TEXTURE_2D:
232 	case GL_TEXTURE_3D:
233 	case GL_TEXTURE_RECTANGLE:
234 		context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
235 		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
236 		break;
237 	case GL_TEXTURE_GEN_S:
238 	case GL_TEXTURE_GEN_T:
239 	case GL_TEXTURE_GEN_R:
240 	case GL_TEXTURE_GEN_Q:
241 		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
242 		context_dirty(ctx, MODELVIEW);
243 		break;
244 	}
245 }
246 
247 static void
nouveau_fog(struct gl_context * ctx,GLenum pname,const GLfloat * params)248 nouveau_fog(struct gl_context *ctx, GLenum pname, const GLfloat *params)
249 {
250 	context_dirty(ctx, FOG);
251 }
252 
253 static void
nouveau_light(struct gl_context * ctx,GLenum light,GLenum pname,const GLfloat * params)254 nouveau_light(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params)
255 {
256 	switch (pname) {
257 	case GL_AMBIENT:
258 		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
259 		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
260 		break;
261 	case GL_DIFFUSE:
262 		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
263 		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
264 		break;
265 	case GL_SPECULAR:
266 		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
267 		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
268 		break;
269 	case GL_SPOT_CUTOFF:
270 	case GL_POSITION:
271 		context_dirty(ctx, MODELVIEW);
272 		context_dirty(ctx, LIGHT_ENABLE);
273 		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
274 		break;
275 	default:
276 		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
277 		break;
278 	}
279 }
280 
281 static void
nouveau_light_model(struct gl_context * ctx,GLenum pname,const GLfloat * params)282 nouveau_light_model(struct gl_context *ctx, GLenum pname, const GLfloat *params)
283 {
284 	context_dirty(ctx, LIGHT_MODEL);
285 	context_dirty(ctx, MODELVIEW);
286 }
287 
288 static void
nouveau_line_stipple(struct gl_context * ctx,GLint factor,GLushort pattern)289 nouveau_line_stipple(struct gl_context *ctx, GLint factor, GLushort pattern )
290 {
291 	context_dirty(ctx, LINE_STIPPLE);
292 }
293 
294 static void
nouveau_line_width(struct gl_context * ctx,GLfloat width)295 nouveau_line_width(struct gl_context *ctx, GLfloat width)
296 {
297 	context_dirty(ctx, LINE_MODE);
298 }
299 
300 static void
nouveau_logic_opcode(struct gl_context * ctx,UNUSED enum gl_logicop_mode opcode)301 nouveau_logic_opcode(struct gl_context *ctx, UNUSED enum gl_logicop_mode opcode)
302 {
303 	context_dirty(ctx, LOGIC_OPCODE);
304 }
305 
306 static void
nouveau_point_parameter(struct gl_context * ctx,GLenum pname,const GLfloat * params)307 nouveau_point_parameter(struct gl_context *ctx, GLenum pname, const GLfloat *params)
308 {
309 	context_dirty(ctx, POINT_PARAMETER);
310 }
311 
312 static void
nouveau_point_size(struct gl_context * ctx,GLfloat size)313 nouveau_point_size(struct gl_context *ctx, GLfloat size)
314 {
315 	context_dirty(ctx, POINT_MODE);
316 }
317 
318 static void
nouveau_polygon_mode(struct gl_context * ctx,GLenum face,GLenum mode)319 nouveau_polygon_mode(struct gl_context *ctx, GLenum face, GLenum mode)
320 {
321 	context_dirty(ctx, POLYGON_MODE);
322 }
323 
324 static void
nouveau_polygon_offset(struct gl_context * ctx,GLfloat factor,GLfloat units,GLfloat clamp)325 nouveau_polygon_offset(struct gl_context *ctx, GLfloat factor, GLfloat units, GLfloat clamp)
326 {
327 	context_dirty(ctx, POLYGON_OFFSET);
328 }
329 
330 static void
nouveau_polygon_stipple(struct gl_context * ctx,const GLubyte * mask)331 nouveau_polygon_stipple(struct gl_context *ctx, const GLubyte *mask)
332 {
333 	context_dirty(ctx, POLYGON_STIPPLE);
334 }
335 
336 static void
nouveau_render_mode(struct gl_context * ctx,GLenum mode)337 nouveau_render_mode(struct gl_context *ctx, GLenum mode)
338 {
339 	context_dirty(ctx, RENDER_MODE);
340 }
341 
342 static void
nouveau_shade_model(struct gl_context * ctx,GLenum mode)343 nouveau_shade_model(struct gl_context *ctx, GLenum mode)
344 {
345 	context_dirty(ctx, SHADE_MODEL);
346 }
347 
348 static void
nouveau_stencil_func_separate(struct gl_context * ctx,GLenum face,GLenum func,GLint ref,GLuint mask)349 nouveau_stencil_func_separate(struct gl_context *ctx, GLenum face, GLenum func,
350 			      GLint ref, GLuint mask)
351 {
352 	context_dirty(ctx, STENCIL_FUNC);
353 }
354 
355 static void
nouveau_stencil_mask_separate(struct gl_context * ctx,GLenum face,GLuint mask)356 nouveau_stencil_mask_separate(struct gl_context *ctx, GLenum face, GLuint mask)
357 {
358 	context_dirty(ctx, STENCIL_MASK);
359 }
360 
361 static void
nouveau_stencil_op_separate(struct gl_context * ctx,GLenum face,GLenum fail,GLenum zfail,GLenum zpass)362 nouveau_stencil_op_separate(struct gl_context *ctx, GLenum face, GLenum fail,
363 			    GLenum zfail, GLenum zpass)
364 {
365 	context_dirty(ctx, STENCIL_OP);
366 }
367 
368 static void
nouveau_tex_gen(struct gl_context * ctx,GLenum coord,GLenum pname,const GLfloat * params)369 nouveau_tex_gen(struct gl_context *ctx, GLenum coord, GLenum pname,
370 		const GLfloat *params)
371 {
372 	switch (pname) {
373 	case GL_TEXTURE_GEN_MODE:
374 		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
375 		context_dirty(ctx, MODELVIEW);
376 		break;
377 	default:
378 		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
379 		break;
380 	}
381 }
382 
383 static void
nouveau_tex_env(struct gl_context * ctx,GLenum target,GLenum pname,const GLfloat * param)384 nouveau_tex_env(struct gl_context *ctx, GLenum target, GLenum pname,
385 		const GLfloat *param)
386 {
387 	switch (target) {
388 	case GL_TEXTURE_FILTER_CONTROL_EXT:
389 		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
390 		break;
391 	default:
392 		context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
393 		break;
394 	}
395 }
396 
397 static void
nouveau_tex_parameter(struct gl_context * ctx,struct gl_texture_object * t,GLenum pname)398 nouveau_tex_parameter(struct gl_context *ctx,
399 		      struct gl_texture_object *t, GLenum pname)
400 {
401 	switch (pname) {
402 	case GL_TEXTURE_MAG_FILTER:
403 	case GL_TEXTURE_WRAP_S:
404 	case GL_TEXTURE_WRAP_T:
405 	case GL_TEXTURE_WRAP_R:
406 	case GL_TEXTURE_MIN_LOD:
407 	case GL_TEXTURE_MAX_LOD:
408 	case GL_TEXTURE_MAX_ANISOTROPY_EXT:
409 	case GL_TEXTURE_LOD_BIAS:
410 		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
411 		break;
412 
413 	case GL_TEXTURE_MIN_FILTER:
414 	case GL_TEXTURE_BASE_LEVEL:
415 	case GL_TEXTURE_MAX_LEVEL:
416 		nouveau_texture_reallocate(ctx, t);
417 		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
418 		break;
419 	}
420 }
421 
422 void
nouveau_emit_nothing(struct gl_context * ctx,int emit)423 nouveau_emit_nothing(struct gl_context *ctx, int emit)
424 {
425 }
426 
427 int
nouveau_next_dirty_state(struct gl_context * ctx)428 nouveau_next_dirty_state(struct gl_context *ctx)
429 {
430 	struct nouveau_context *nctx = to_nouveau_context(ctx);
431 	int i = BITSET_FFS(nctx->dirty) - 1;
432 
433 	if (i < 0 || i >= context_drv(ctx)->num_emit)
434 		return -1;
435 
436 	return i;
437 }
438 
439 void
nouveau_state_emit(struct gl_context * ctx)440 nouveau_state_emit(struct gl_context *ctx)
441 {
442 	struct nouveau_context *nctx = to_nouveau_context(ctx);
443 	const struct nouveau_driver *drv = context_drv(ctx);
444 	int i;
445 
446 	while ((i = nouveau_next_dirty_state(ctx)) >= 0) {
447 		BITSET_CLEAR(nctx->dirty, i);
448 		drv->emit[i](ctx, i);
449 	}
450 
451 	BITSET_ZERO(nctx->dirty);
452 }
453 
454 static void
nouveau_update_state(struct gl_context * ctx)455 nouveau_update_state(struct gl_context *ctx)
456 {
457 	GLbitfield new_state = ctx->NewState;
458 	int i;
459 
460 	if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
461 		_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
462 
463 	if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
464 		context_dirty(ctx, PROJECTION);
465 
466 	if (new_state & _NEW_MODELVIEW)
467 		context_dirty(ctx, MODELVIEW);
468 
469 	if (new_state & _NEW_TEXTURE_MATRIX) {
470 		for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
471 			context_dirty_i(ctx, TEX_MAT, i);
472 	}
473 
474 	if (new_state & _NEW_SCISSOR)
475 		context_dirty(ctx, SCISSOR);
476 
477 	if (new_state & _NEW_VIEWPORT)
478 		context_dirty(ctx, VIEWPORT);
479 
480 	if (new_state & _NEW_CURRENT_ATTRIB &&
481 	    new_state & _NEW_LIGHT) {
482 		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
483 		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
484 		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
485 		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
486 		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
487 		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
488 		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
489 		context_dirty(ctx, MATERIAL_BACK_SHININESS);
490 	}
491 
492 	if (new_state & _NEW_TEXTURE) {
493 		for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
494 			if (ctx->Texture.Unit[i].Sampler)
495 				context_dirty_i(ctx, TEX_OBJ, i);
496 		}
497 	}
498 
499 	_swrast_InvalidateState(ctx, new_state);
500 	_tnl_InvalidateState(ctx, new_state);
501 
502 	nouveau_state_emit(ctx);
503 }
504 
505 void
nouveau_state_init(struct gl_context * ctx)506 nouveau_state_init(struct gl_context *ctx)
507 {
508 	struct nouveau_context *nctx = to_nouveau_context(ctx);
509 
510 	ctx->Driver.AlphaFunc = nouveau_alpha_func;
511 	ctx->Driver.BlendColor = nouveau_blend_color;
512 	ctx->Driver.BlendEquationSeparate = nouveau_blend_equation_separate;
513 	ctx->Driver.BlendFuncSeparate = nouveau_blend_func_separate;
514 	ctx->Driver.ClipPlane = nouveau_clip_plane;
515 	ctx->Driver.ColorMask = nouveau_color_mask;
516 	ctx->Driver.ColorMaterial = nouveau_color_material;
517 	ctx->Driver.CullFace = nouveau_cull_face;
518 	ctx->Driver.FrontFace = nouveau_front_face;
519 	ctx->Driver.DepthFunc = nouveau_depth_func;
520 	ctx->Driver.DepthMask = nouveau_depth_mask;
521 	ctx->Driver.ReadBuffer = nouveau_read_buffer;
522 	ctx->Driver.DrawBuffer = nouveau_draw_buffer;
523 	ctx->Driver.Enable = nouveau_enable;
524 	ctx->Driver.Fogfv = nouveau_fog;
525 	ctx->Driver.Lightfv = nouveau_light;
526 	ctx->Driver.LightModelfv = nouveau_light_model;
527 	ctx->Driver.LineStipple = nouveau_line_stipple;
528 	ctx->Driver.LineWidth = nouveau_line_width;
529 	ctx->Driver.LogicOpcode = nouveau_logic_opcode;
530 	ctx->Driver.PointParameterfv = nouveau_point_parameter;
531 	ctx->Driver.PointSize = nouveau_point_size;
532 	ctx->Driver.PolygonMode = nouveau_polygon_mode;
533 	ctx->Driver.PolygonOffset = nouveau_polygon_offset;
534 	ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
535 	ctx->Driver.RenderMode = nouveau_render_mode;
536 	ctx->Driver.ShadeModel = nouveau_shade_model;
537 	ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
538 	ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;
539 	ctx->Driver.StencilOpSeparate = nouveau_stencil_op_separate;
540 	ctx->Driver.TexGen = nouveau_tex_gen;
541 	ctx->Driver.TexEnv = nouveau_tex_env;
542 	ctx->Driver.TexParameter = nouveau_tex_parameter;
543 
544 	ctx->Driver.UpdateState = nouveau_update_state;
545 
546 	BITSET_ONES(nctx->dirty);
547 }
548