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📄 riva_hw.h

📁 linux-2.4.29操作系统的源码
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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@pobox.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. */#if defined(__powerpc__)#include <asm/io.h>#define NV_WR08(p,i,d)	out_8(p+i, d)#define NV_RD08(p,i)	in_8(p+i)#else#define NV_WR08(p,i,d)  (((U008 *)(p))[i]=(d))#define NV_RD08(p,i)    (((U008 *)(p))[i])#endif#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#define NV_ARCH_20  0x20/***************************************************************************\*                                                                           **                             FIFO registers.                               **                                                                           *\***************************************************************************//* * Raster OPeration. Windows style ROP3. */typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif     U032 reserved01[0x0BB];    U032 Rop3;} RivaRop;/* * 8X8 Monochrome pattern. */typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    U032 reserved01[0x0BB];    U032 TopLeft;    U032 WidthHeight;} RivaClip;/* * 2D filled rectangle. */typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop[1];#endif    U032 reserved01[0x0BC];    U032 Color;    U032 reserved03[0x03E];    U032 TopLeft;    U032 WidthHeight;} RivaRectangle;/* * 2D screen-screen BLT. */typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    U032 reserved01[0x0BB];    U032 TopLeftSrc;    U032 TopLeftDst;    U032 WidthHeight;} RivaScreenBlt;/* * 2D pixel BLT. */typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop[1];#endif    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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif        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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif        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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop[1];#endif        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];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    U032 reserved01[0x0BE];    U032 Offset;} RivaSurface;typedef volatile struct{    U032 reserved00[4];#ifdef __BIG_ENDIAN    U032 FifoFree;#else    U016 FifoFree;    U016 Nop;#endif    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;    U032 flatPanel;    /*     * 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 scale;    U032 extra;    U032 pixel;    U032 horiz;    U032 arbitration0;    U032 arbitration1;    U032 vpll;    U032 vpll2;    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__ */

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