/***************************************************************************\ |* *| |* Copyright 1993-1999 NVIDIA, Corporation. All rights reserved. *| |* *| |* NOTICE TO USER: The source code is copyrighted under U.S. and *| |* international laws. Users and possessors of this source code are *| |* hereby granted a nonexclusive, royalty-free copyright license to *| |* use this code in individual and commercial software. *| |* *| |* Any use of this source code must include, in the user documenta- *| |* tion and internal comments to the code, notices to the end user *| |* as follows: *| |* *| |* Copyright 1993-1999 NVIDIA, Corporation. All rights reserved. *| |* *| |* NVIDIA, CORPORATION MAKES NO REPRESENTATION ABOUT THE SUITABILITY *| |* OF THIS SOURCE CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" *| |* WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND. NVIDIA, CORPOR- *| |* ATION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOURCE CODE, *| |* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGE- *| |* MENT, AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL *| |* NVIDIA, CORPORATION BE LIABLE FOR ANY SPECIAL, INDIRECT, INCI- *| |* DENTAL, OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RE- *| |* SULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION *| |* OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF *| |* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE. *| |* *| |* U.S. Government End Users. This source code is a "commercial *| |* item," as that term is defined at 48 C.F.R. 2.101 (OCT 1995), *| |* consisting of "commercial computer software" and "commercial *| |* computer software documentation," as such terms are used in *| |* 48 C.F.R. 12.212 (SEPT 1995) and is provided to the U.S. Govern- *| |* ment only as a commercial end item. Consistent with 48 C.F.R. *| |* 12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (JUNE 1995), *| |* all U.S. Government End Users acquire the source code with only *| |* those rights set forth herein. *| |* *| \***************************************************************************/ #ifndef __RIVA_HW_H__ #define __RIVA_HW_H__ #define RIVA_SW_VERSION 0x00010003 /* * Typedefs to force certain sized values. */ typedef Uint8 U008; typedef Uint16 U016; typedef Uint32 U032; /* * HW access macros. */ #define NV_WR08(p,i,d) (((U008 *)(p))[i]=(d)) #define NV_RD08(p,i) (((U008 *)(p))[i]) #define NV_WR16(p,i,d) (((U016 *)(p))[(i)/2]=(d)) #define NV_RD16(p,i) (((U016 *)(p))[(i)/2]) #define NV_WR32(p,i,d) (((U032 *)(p))[(i)/4]=(d)) #define NV_RD32(p,i) (((U032 *)(p))[(i)/4]) #define VGA_WR08(p,i,d) NV_WR08(p,i,d) #define VGA_RD08(p,i) NV_RD08(p,i) /* * Define supported architectures. */ #define NV_ARCH_03 0x03 #define NV_ARCH_04 0x04 #define NV_ARCH_10 0x10 /***************************************************************************\ * * * FIFO registers. * * * \***************************************************************************/ /* * Raster OPeration. Windows style ROP3. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 Rop3; } RivaRop; /* * 8X8 Monochrome pattern. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BD]; U032 Shape; U032 reserved03[0x001]; U032 Color0; U032 Color1; U032 Monochrome[2]; } RivaPattern; /* * Scissor clip rectangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 TopLeft; U032 WidthHeight; } RivaClip; /* * 2D filled rectangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 Color; U032 reserved03[0x03E]; U032 TopLeft; U032 WidthHeight; } RivaRectangle; /* * 2D screen-screen BLT. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 TopLeftSrc; U032 TopLeftDst; U032 WidthHeight; } RivaScreenBlt; /* * 2D pixel BLT. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 TopLeft; U032 WidthHeight; U032 WidthHeightIn; U032 reserved02[0x03C]; U032 Pixels; } RivaPixmap; /* * Filled rectangle combined with monochrome expand. Useful for glyphs. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 reserved03[(0x040) - 1]; U032 Color1A; struct { U032 TopLeft; U032 WidthHeight; } UnclippedRectangle[64]; 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; } RivaBitmap; /* * 3D textured, Z buffered triangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BC]; U032 TextureOffset; U032 TextureFormat; U032 TextureFilter; U032 FogColor; /* This is a problem on LynxOS */ #ifdef Control #undef Control #endif U032 Control; U032 AlphaTest; U032 reserved02[0x339]; U032 FogAndIndex; U032 Color; float ScreenX; float ScreenY; float ScreenZ; float EyeM; float TextureS; float TextureT; } RivaTexturedTriangle03; typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 ColorKey; U032 TextureOffset; U032 TextureFormat; U032 TextureFilter; U032 Blend; /* This is a problem on LynxOS */ #ifdef Control #undef Control #endif U032 Control; U032 FogColor; U032 reserved02[0x39]; struct { float ScreenX; float ScreenY; float ScreenZ; float EyeM; U032 Color; U032 Specular; float TextureS; float TextureT; } Vertex[16]; U032 DrawTriangle3D; } RivaTexturedTriangle05; /* * 2D line. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 Color; /* source color 0304-0307 */ U032 Reserved02[0x03e]; struct { /* start aliased methods in array 0400- */ U032 point0; /* y_x S16_S16 in pixels 0- 3 */ U032 point1; /* y_x S16_S16 in pixels 4- 7 */ } Lin[16]; /* end of aliased methods in array -047f */ struct { /* start aliased methods in array 0480- */ U032 point0X; /* in pixels, 0 at left 0- 3 */ U032 point0Y; /* in pixels, 0 at top 4- 7 */ U032 point1X; /* in pixels, 0 at left 8- b */ U032 point1Y; /* in pixels, 0 at top c- f */ } Lin32[8]; /* end of aliased methods in array -04ff */ U032 PolyLin[32]; /* y_x S16_S16 in pixels 0500-057f */ struct { /* start aliased methods in array 0580- */ U032 x; /* in pixels, 0 at left 0- 3 */ U032 y; /* in pixels, 0 at top 4- 7 */ } PolyLin32[16]; /* end of aliased methods in array -05ff */ struct { /* start aliased methods in array 0600- */ U032 color; /* source color 0- 3 */ U032 point; /* y_x S16_S16 in pixels 4- 7 */ } ColorPolyLin[16]; /* end of aliased methods in array -067f */ } RivaLine; /* * 2D/3D surfaces */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BE]; U032 Offset; } RivaSurface; typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BD]; U032 Pitch; U032 RenderBufferOffset; U032 ZBufferOffset; } RivaSurface3D; /***************************************************************************\ * * * Virtualized RIVA H/W interface. * * * \***************************************************************************/ struct _riva_hw_inst; struct _riva_hw_state; /* * Virtialized chip interface. Makes RIVA 128 and TNT look alike. */ typedef struct _riva_hw_inst { /* * Chip specific settings. */ U032 Architecture; U032 Version; U032 CrystalFreqKHz; U032 RamAmountKBytes; U032 MaxVClockFreqKHz; U032 RamBandwidthKBytesPerSec; U032 EnableIRQ; U032 IO; U032 VBlankBit; U032 FifoFreeCount; U032 FifoEmptyCount; /* * Non-FIFO registers. */ volatile U032 *PCRTC; volatile U032 *PRAMDAC; volatile U032 *PFB; volatile U032 *PFIFO; volatile U032 *PGRAPH; volatile U032 *PEXTDEV; volatile U032 *PTIMER; volatile U032 *PMC; volatile U032 *PRAMIN; volatile U032 *FIFO; volatile U032 *CURSOR; volatile U032 *CURSORPOS; volatile U032 *VBLANKENABLE; volatile U032 *VBLANK; volatile U008 *PCIO; volatile U008 *PVIO; volatile U008 *PDIO; /* * Common chip functions. */ int (*Busy) (struct _riva_hw_inst *); void (*CalcStateExt) (struct _riva_hw_inst *, struct _riva_hw_state *, int, int, int, int, int, int, int, int, int, int, int, int, int); void (*LoadStateExt) (struct _riva_hw_inst *, struct _riva_hw_state *); void (*UnloadStateExt) (struct _riva_hw_inst *, struct _riva_hw_state *); void (*SetStartAddress) (struct _riva_hw_inst *, U032); void (*SetSurfaces2D) (struct _riva_hw_inst *, U032, U032); void (*SetSurfaces3D) (struct _riva_hw_inst *, U032, U032); int (*ShowHideCursor) (struct _riva_hw_inst *, int); void (*LockUnlock) (struct _riva_hw_inst *, int); /* * Current extended mode settings. */ struct _riva_hw_state *CurrentState; /* * FIFO registers. */ RivaRop *Rop; RivaPattern *Patt; RivaClip *Clip; RivaPixmap *Pixmap; RivaScreenBlt *Blt; RivaBitmap *Bitmap; RivaLine *Line; RivaTexturedTriangle03 *Tri03; RivaTexturedTriangle05 *Tri05; } RIVA_HW_INST; /* * Extended mode state information. */ typedef struct _riva_hw_state { U032 bpp; U032 width; U032 height; U032 repaint0; U032 repaint1; U032 screen; U032 pixel; U032 horiz; U032 arbitration0; U032 arbitration1; U032 vpll; U032 pllsel; U032 general; U032 config; U032 cursor0; U032 cursor1; U032 cursor2; U032 offset0; U032 offset1; U032 offset2; U032 offset3; U032 pitch0; U032 pitch1; U032 pitch2; U032 pitch3; } RIVA_HW_STATE; /* * FIFO Free Count. Should attempt to yield processor if RIVA is busy. */ #define RIVA_FIFO_FREE(hwptr,cnt) \ { \ while (FifoFreeCount < (cnt)) \ FifoFreeCount = hwptr->FifoFree >> 2; \ FifoFreeCount -= (cnt); \ } #endif /* __RIVA_HW_H__ */ /* vi: set ts=4 sw=4 expandtab: */