/* definitions for used nVidia acceleration engine commands. Written by Rudolf Cornelissen 12/2004 */ #ifndef NV_ACC_H #define NV_ACC_H typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bb]; uint32 SetRop5; /* b0-7 is ROP5 */ } cmd_nv_rop5_solid; typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bb]; uint32 TopLeft; /* b0-15 is left, b16-31 is top */ uint32 HeightWidth; /* b0-15 is width, b16-31 is height */ } cmd_nv_image_black_rectangle; typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bd]; uint32 SetShape; /* b0-1: %00 = 8X_8Y; %01 = 64X_1Y; %10 = 1X_64Y */ uint32 reserved02[0x0001]; uint32 SetColor0; /* b0-31 is color */ uint32 SetColor1; /* b0-31 is color */ uint32 SetPattern[0x0002]; /* b0-31 is bitmap */ } cmd_nv_image_pattern; typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bb]; uint32 SourceOrg; /* b0-15 is X, b16-31 is Y */ uint32 DestOrg; /* b0-15 is X, b16-31 is Y */ uint32 HeightWidth; /* b0-15 is width, b16-31 is height */ } cmd_nv_image_blit; typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00fa]; uint32 Color1A; /* b0-31 is color */ struct { uint32 LeftTop; /* b0-15 is top, b16-31 is left */ uint32 WidthHeight; /* b0-15 is height, b16-31 is width */ } UnclippedRectangle[0x40]; /* command can handle upto 64 unclipped rects */ /* fixme: XFree also defines the registers below: * (used for the 2D 'ScanlineCPUToScreenColorExpandFill' and 'ColorExpandScanline' * functions.) * We don't use this currently. */ /* U032 reserved04[(0x080)-3]; struct { U032 TopLeft; U032 BottomRight; } ClipB; U032 Color1B; struct { U032 TopLeft; U032 BottomRight; } ClippedRectangle[64]; U032 reserved05[(0x080)-5]; struct { U032 TopLeft; U032 BottomRight; } ClipC; U032 Color1C; U032 WidthHeightC; U032 PointC; U032 MonochromeData1C; U032 reserved06[(0x080)+121]; struct { U032 TopLeft; U032 BottomRight; } ClipD; U032 Color1D; U032 WidthHeightInD; U032 WidthHeightOutD; U032 PointD; U032 MonochromeData1D; U032 reserved07[(0x080)+120]; struct { U032 TopLeft; U032 BottomRight; } ClipE; U032 Color0E; U032 Color1E; U032 WidthHeightInE; U032 WidthHeightOutE; U032 PointE; U032 MonochromeData01E; */ } cmd_nv3_gdi_rectangle_text; /* This command could (at least) potentially speed-up our fill_span command... :-) */ //fixme: test this 2D command! typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bc]; uint32 Color; /* b0-31 is color */ uint32 reserved02[0x003e]; struct { uint32 Point0; /* b0-15 is X, b16-31 is Y: starting coordinate */ uint32 Point1; /* b0-15 is X, b16-31 is Y: ending coordinate */ } Line[0x10]; /* command can handle upto 16 lines */ struct { uint32 Point0X; /* b0-31 is X: starting coordinate */ uint32 Point0Y; /* b0-31 is Y: starting coordinate */ uint32 Point1X; /* b0-31 is X: ending coordinate */ uint32 Point1Y; /* b0-31 is Y: ending coordinate */ } Line32[0x08]; /* cmd can handle upto 8 lines with 32-bit coordinates */ struct { uint32 Point; /* b0-15 is X, b16-31 is Y */ } Polyline[0x20]; /* cmd can handle upto 32 polylines */ struct { uint32 PointX; /* b0-31 is X */ uint32 PointY; /* b0-31 is Y */ } Polyline32[0x10]; /* command can handle upto 16 polylines with 32-bit coord's */ struct { uint32 Color; /* b0-31 is color */ uint32 Point; /* b0-15 is X, b16-31 is Y */ } ColorPolyline[0x10]; /* cmd can handle upto 16 individually colored polylines */ } cmd_nv1_render_solid_lin; /* Someone defined this in XFree once (as 'RivaRectangle') but never used it: * a handle should also be defined in the engine's init code, which was never done AFAIK. * The command could be very interesting for us, as it could potentially speed-up our * rectangle_fills :-) */ //fixme: test this 2D command! typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bc]; uint32 Color; /* b0-31 is color */ uint32 reserved02[0x003e]; struct { uint32 TopLeft; /* b0-15 is left, b16-31 is top */ uint32 HeightWidth; /* b0-15 is width, b16-31 is height */ } Rectangle[0x10]; /* command can handle upto 16 rectangles */ } cmd_nv_render_solid_rectangle;/* nv1_render_solid_rectangle is identical */ //fixme: complete or remove (this 2D cmd is not used currently) typedef struct { } cmd_nv1_image_from_cpu; /* 'pixmap': used in XFree 4.2.0, but not beyond. * (Used for the 2D 'ImageWriteScanline' and * 'ScanlineImageWriteRect' functions.) * Is this command actually usefull? */ /************************ * 3D specific commands * ************************/ typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bb]; uint32 Colorkey; /* texture colorkey */ uint32 Offset; /* texture offset */ uint32 Format; /* texture colorspace, size, and a lot more */ uint32 Filter; /* texture filtering modes (used for scaling) */ uint32 Blend; /* triangle blend: shade, perspective, specular.. */ uint32 Control; /* triangle control: Z-enable, culling, dither.. */ uint32 FogColor; /* fog colorvalue */ uint32 reserved02[0x0039]; struct { float ScreenX; /* X */ float ScreenY; /* Y */ float ScreenZ; /* depth */ float RWH; /* eyeM */ uint32 Color; /* b24-31 Alpha, b16-23 Red, b8-15 Green, b0-7 Blue */ uint32 Specular; /* b24-31 Fog, b16-23 Red, b8-15 Green, b0-7 Blue */ float TU; /* texture S */ float TV; /* texture T */ } TLVertex[0x10]; /* command can handle upto 16 textured, lit(?) vertexes */ uint32 TLVDrawPrim[0x40]; /* b20-31 is I5, b16-19 is I4, b12-15 is I3, * b8-11 is I2, 4-7 is I1, b0-3 is I0: * Ix is a TLVertex[Ix]. * So: define your (single) texture, define your * vertexes, and then program TLVDrawPrim with the * order to draw them. * You can draw primitives consisting of sets of upto * 6 out of 16 defined vertexes this way; and you can * draw 64 sets maximum. */ } cmd_nv4_dx5_texture_triangle; /* nv10_dx5_texture_triangle is identical */ typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bd]; /* fixme? there's more here that's not used apparantly */ uint32 Pitch; /* b16-31 is Z-buffer, b0-15 is colorbuffer pitch */ uint32 SetOffsetColor; /* b0-31 is colorbuffer (renderbuffer) offset */ uint32 SetOffsetZeta; /* b0-31 is Z-buffer (zeta buffer) offset */ } cmd_nv4_context_surfaces_argb_zs; /* nv10_context_surfaces_argb_zs is identical */ //fixme: let's loose this one if possible as we don't support NV3 anyway ... // (checkout if we can re-setup 2D surfaces (after using 3D) without this command) typedef struct { uint32 reserved00[0x0004]; uint16 FifoFree; /* little endian (FIFO internal register) */ uint16 Nop; /* little endian (FIFO internal register) */ uint32 reserved01[0x00bd]; /* fixme? there's more here that's not used apparantly */ uint32 Pitch; /* b0-15 is buffer pitch */ uint32 SetOffset; /* b0-22 is buffer offset (so just 1st 8Mb adressable!) */ } cmd_nv3_surface_x; /* x = 0, 1, 2 or 3: selects buffer to be setup; * 0,1 is 2D surfaces, 2,3 is 3D surfaces */ //fixme: fill these out... typedef struct { } cmd_nv_render_d3d0_triangle_zeta; typedef struct { } cmd_nv4_dx6_multi_texture_triangle;/* nv10_dx6_multi_texture_triangle is identical? */ #endif