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|
/***************************************************************************\
|* *|
|* 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. *|
|* *|
\***************************************************************************/
/*
* GPL licensing note -- nVidia is allowing a liberal interpretation of
* the documentation restriction above, to merely say that this nVidia's
* copyright and disclaimer should be included with all code derived
* from this source. -- Jeff Garzik <jgarzik@mandrakesoft.com>, 01/Nov/99
*/
/* $XFree86: xc/programs/Xserver/hw/xfree86/drivers/nv/riva_hw.h,v 1.6 2000/02/08 17:19:12 dawes Exp $ */
#ifndef __RIVA_HW_H__
#define __RIVA_HW_H__
#define RIVA_SW_VERSION 0x00010003
/*
* Typedefs to force certain sized values.
*/
typedef unsigned char U008;
typedef unsigned short U016;
typedef unsigned int 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;
/*
* External routines.
*/
int RivaGetConfig(RIVA_HW_INST *);
/*
* FIFO Free Count. Should attempt to yield processor if RIVA is busy.
*/
#define RIVA_FIFO_FREE(hwinst,hwptr,cnt) \
{ \
while ((hwinst).FifoFreeCount < (cnt)) \
(hwinst).FifoFreeCount = (hwinst).hwptr->FifoFree >> 2; \
(hwinst).FifoFreeCount -= (cnt); \
}
#endif /* __RIVA_HW_H__ */
|