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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. *|
+|* *|
+\***************************************************************************/
+
+#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__ */
+