Rudolf Cornelissen 5c2199fce0 added cmd struct for the textured_triange cmd. Check it out.. 8-)
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10512 a95241bf-73f2-0310-859d-f6bbb57e9c96
2004-12-20 18:37:24 +00:00

142 lines
4.4 KiB
C

/*
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 */
//XFree also defines: (not used AFAIK ATM)
/*
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;
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 {
uint32 ScreenX; /* X */
uint32 ScreenY; /* Y */
uint32 ScreenZ; /* depth */
uint32 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 */
uint32 TU; /* texture S */
uint32 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 vertexes, and then program
* TLVDrawPrim with the order to draw them.
* You can draw primitives consisting of upto 6 out of
* 16 defined vertexes this way. */
} cmd_nv_dx5_texture_triangle;
#endif