/********************************************************** * Copyright 1998-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ /* * svga3d_reg.h -- * * SVGA 3D hardware definitions */ #ifndef _SVGA3D_REG_H_ #define _SVGA3D_REG_H_ #include "svga_reg.h" /* * 3D Hardware Version * * The hardware version is stored in the SVGA_FIFO_3D_HWVERSION fifo * register. Is set by the host and read by the guest. This lets * us make new guest drivers which are backwards-compatible with old * SVGA hardware revisions. It does not let us support old guest * drivers. Good enough for now. * */ #define SVGA3D_MAKE_HWVERSION(major, minor) (((major) << 16) | ((minor) & 0xFF)) #define SVGA3D_MAJOR_HWVERSION(version) ((version) >> 16) #define SVGA3D_MINOR_HWVERSION(version) ((version) & 0xFF) typedef enum { SVGA3D_HWVERSION_WS5_RC1 = SVGA3D_MAKE_HWVERSION(0, 1), SVGA3D_HWVERSION_WS5_RC2 = SVGA3D_MAKE_HWVERSION(0, 2), SVGA3D_HWVERSION_WS51_RC1 = SVGA3D_MAKE_HWVERSION(0, 3), SVGA3D_HWVERSION_WS6_B1 = SVGA3D_MAKE_HWVERSION(1, 1), SVGA3D_HWVERSION_FUSION_11 = SVGA3D_MAKE_HWVERSION(1, 4), SVGA3D_HWVERSION_WS65_B1 = SVGA3D_MAKE_HWVERSION(2, 0), SVGA3D_HWVERSION_CURRENT = SVGA3D_HWVERSION_WS65_B1, } SVGA3dHardwareVersion; /* * Generic Types */ typedef uint32 SVGA3dBool; /* 32-bit Bool definition */ #define SVGA3D_NUM_CLIPPLANES 6 #define SVGA3D_MAX_SIMULTANEOUS_RENDER_TARGETS 8 /* * Surface formats. * * If you modify this list, be sure to keep GLUtil.c in sync. It * includes the internal format definition of each surface in * GLUtil_ConvertSurfaceFormat, and it contains a table of * human-readable names in GLUtil_GetFormatName. */ typedef enum SVGA3dSurfaceFormat { SVGA3D_FORMAT_INVALID = 0, SVGA3D_X8R8G8B8 = 1, SVGA3D_A8R8G8B8 = 2, SVGA3D_R5G6B5 = 3, SVGA3D_X1R5G5B5 = 4, SVGA3D_A1R5G5B5 = 5, SVGA3D_A4R4G4B4 = 6, SVGA3D_Z_D32 = 7, SVGA3D_Z_D16 = 8, SVGA3D_Z_D24S8 = 9, SVGA3D_Z_D15S1 = 10, SVGA3D_LUMINANCE8 = 11, SVGA3D_LUMINANCE4_ALPHA4 = 12, SVGA3D_LUMINANCE16 = 13, SVGA3D_LUMINANCE8_ALPHA8 = 14, SVGA3D_DXT1 = 15, SVGA3D_DXT2 = 16, SVGA3D_DXT3 = 17, SVGA3D_DXT4 = 18, SVGA3D_DXT5 = 19, SVGA3D_BUMPU8V8 = 20, SVGA3D_BUMPL6V5U5 = 21, SVGA3D_BUMPX8L8V8U8 = 22, SVGA3D_BUMPL8V8U8 = 23, SVGA3D_ARGB_S10E5 = 24, /* 16-bit floating-point ARGB */ SVGA3D_ARGB_S23E8 = 25, /* 32-bit floating-point ARGB */ SVGA3D_A2R10G10B10 = 26, /* signed formats */ SVGA3D_V8U8 = 27, SVGA3D_Q8W8V8U8 = 28, SVGA3D_CxV8U8 = 29, /* mixed formats */ SVGA3D_X8L8V8U8 = 30, SVGA3D_A2W10V10U10 = 31, SVGA3D_ALPHA8 = 32, /* Single- and dual-component floating point formats */ SVGA3D_R_S10E5 = 33, SVGA3D_R_S23E8 = 34, SVGA3D_RG_S10E5 = 35, SVGA3D_RG_S23E8 = 36, /* * Any surface can be used as a buffer object, but SVGA3D_BUFFER is * the most efficient format to use when creating new surfaces * expressly for index or vertex data. */ SVGA3D_BUFFER = 37, SVGA3D_Z_D24X8 = 38, SVGA3D_V16U16 = 39, SVGA3D_G16R16 = 40, SVGA3D_A16B16G16R16 = 41, /* Packed Video formats */ SVGA3D_UYVY = 42, SVGA3D_YUY2 = 43, SVGA3D_FORMAT_MAX } SVGA3dSurfaceFormat; typedef uint32 SVGA3dColor; /* a, r, g, b */ /* * These match the D3DFORMAT_OP definitions used by Direct3D. We need * them so that we can query the host for what the supported surface * operations are (when we're using the D3D backend, in particular), * and so we can send those operations to the guest. */ typedef enum { SVGA3DFORMAT_OP_TEXTURE = 0x00000001, SVGA3DFORMAT_OP_VOLUMETEXTURE = 0x00000002, SVGA3DFORMAT_OP_CUBETEXTURE = 0x00000004, SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET = 0x00000008, SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET = 0x00000010, SVGA3DFORMAT_OP_ZSTENCIL = 0x00000040, SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH = 0x00000080, /* * This format can be used as a render target if the current display mode * is the same depth if the alpha channel is ignored. e.g. if the device * can render to A8R8G8B8 when the display mode is X8R8G8B8, then the * format op list entry for A8R8G8B8 should have this cap. */ SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET = 0x00000100, /* * This format contains DirectDraw support (including Flip). This flag * should not to be set on alpha formats. */ SVGA3DFORMAT_OP_DISPLAYMODE = 0x00000400, /* * The rasterizer can support some level of Direct3D support in this format * and implies that the driver can create a Context in this mode (for some * render target format). When this flag is set, the SVGA3DFORMAT_OP_DISPLAYMODE * flag must also be set. */ SVGA3DFORMAT_OP_3DACCELERATION = 0x00000800, /* * This is set for a private format when the driver has put the bpp in * the structure. */ SVGA3DFORMAT_OP_PIXELSIZE = 0x00001000, /* * Indicates that this format can be converted to any RGB format for which * SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB is specified */ SVGA3DFORMAT_OP_CONVERT_TO_ARGB = 0x00002000, /* * Indicates that this format can be used to create offscreen plain surfaces. */ SVGA3DFORMAT_OP_OFFSCREENPLAIN = 0x00004000, /* * Indicated that this format can be read as an SRGB texture (meaning that the * sampler will linearize the looked up data) */ SVGA3DFORMAT_OP_SRGBREAD = 0x00008000, /* * Indicates that this format can be used in the bumpmap instructions */ SVGA3DFORMAT_OP_BUMPMAP = 0x00010000, /* * Indicates that this format can be sampled by the displacement map sampler */ SVGA3DFORMAT_OP_DMAP = 0x00020000, /* * Indicates that this format cannot be used with texture filtering */ SVGA3DFORMAT_OP_NOFILTER = 0x00040000, /* * Indicates that format conversions are supported to this RGB format if * SVGA3DFORMAT_OP_CONVERT_TO_ARGB is specified in the source format. */ SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB = 0x00080000, /* * Indicated that this format can be written as an SRGB target (meaning that the * pixel pipe will DE-linearize data on output to format) */ SVGA3DFORMAT_OP_SRGBWRITE = 0x00100000, /* * Indicates that this format cannot be used with alpha blending */ SVGA3DFORMAT_OP_NOALPHABLEND = 0x00200000, /* * Indicates that the device can auto-generated sublevels for resources * of this format */ SVGA3DFORMAT_OP_AUTOGENMIPMAP = 0x00400000, /* * Indicates that this format can be used by vertex texture sampler */ SVGA3DFORMAT_OP_VERTEXTEXTURE = 0x00800000, /* * Indicates that this format supports neither texture coordinate wrap * modes, nor mipmapping */ SVGA3DFORMAT_OP_NOTEXCOORDWRAPNORMIP = 0x01000000 } SVGA3dFormatOp; /* * This structure is a conversion of SVGA3DFORMAT_OP_*. * Entries must be located at the same position. */ typedef union { uint32 value; struct { uint32 texture : 1; uint32 volumeTexture : 1; uint32 cubeTexture : 1; uint32 offscreenRenderTarget : 1; uint32 sameFormatRenderTarget : 1; uint32 unknown1 : 1; uint32 zStencil : 1; uint32 zStencilArbitraryDepth : 1; uint32 sameFormatUpToAlpha : 1; uint32 unknown2 : 1; uint32 displayMode : 1; uint32 acceleration3d : 1; uint32 pixelSize : 1; uint32 convertToARGB : 1; uint32 offscreenPlain : 1; uint32 sRGBRead : 1; uint32 bumpMap : 1; uint32 dmap : 1; uint32 noFilter : 1; uint32 memberOfGroupARGB : 1; uint32 sRGBWrite : 1; uint32 noAlphaBlend : 1; uint32 autoGenMipMap : 1; uint32 vertexTexture : 1; uint32 noTexCoordWrapNorMip : 1; }; } SVGA3dSurfaceFormatCaps; /* * SVGA_3D_CMD_SETRENDERSTATE Types. All value types * must fit in a uint32. */ typedef enum { SVGA3D_RS_INVALID = 0, SVGA3D_RS_ZENABLE = 1, /* SVGA3dBool */ SVGA3D_RS_ZWRITEENABLE = 2, /* SVGA3dBool */ SVGA3D_RS_ALPHATESTENABLE = 3, /* SVGA3dBool */ SVGA3D_RS_DITHERENABLE = 4, /* SVGA3dBool */ SVGA3D_RS_BLENDENABLE = 5, /* SVGA3dBool */ SVGA3D_RS_FOGENABLE = 6, /* SVGA3dBool */ SVGA3D_RS_SPECULARENABLE = 7, /* SVGA3dBool */ SVGA3D_RS_STENCILENABLE = 8, /* SVGA3dBool */ SVGA3D_RS_LIGHTINGENABLE = 9, /* SVGA3dBool */ SVGA3D_RS_NORMALIZENORMALS = 10, /* SVGA3dBool */ SVGA3D_RS_POINTSPRITEENABLE = 11, /* SVGA3dBool */ SVGA3D_RS_POINTSCALEENABLE = 12, /* SVGA3dBool */ SVGA3D_RS_STENCILREF = 13, /* uint32 */ SVGA3D_RS_STENCILMASK = 14, /* uint32 */ SVGA3D_RS_STENCILWRITEMASK = 15, /* uint32 */ SVGA3D_RS_FOGSTART = 16, /* float */ SVGA3D_RS_FOGEND = 17, /* float */ SVGA3D_RS_FOGDENSITY = 18, /* float */ SVGA3D_RS_POINTSIZE = 19, /* float */ SVGA3D_RS_POINTSIZEMIN = 20, /* float */ SVGA3D_RS_POINTSIZEMAX = 21, /* float */ SVGA3D_RS_POINTSCALE_A = 22, /* float */ SVGA3D_RS_POINTSCALE_B = 23, /* float */ SVGA3D_RS_POINTSCALE_C = 24, /* float */ SVGA3D_RS_FOGCOLOR = 25, /* SVGA3dColor */ SVGA3D_RS_AMBIENT = 26, /* SVGA3dColor */ SVGA3D_RS_CLIPPLANEENABLE = 27, /* SVGA3dClipPlanes */ SVGA3D_RS_FOGMODE = 28, /* SVGA3dFogMode */ SVGA3D_RS_FILLMODE = 29, /* SVGA3dFillMode */ SVGA3D_RS_SHADEMODE = 30, /* SVGA3dShadeMode */ SVGA3D_RS_LINEPATTERN = 31, /* SVGA3dLinePattern */ SVGA3D_RS_SRCBLEND = 32, /* SVGA3dBlendOp */ SVGA3D_RS_DSTBLEND = 33, /* SVGA3dBlendOp */ SVGA3D_RS_BLENDEQUATION = 34, /* SVGA3dBlendEquation */ SVGA3D_RS_CULLMODE = 35, /* SVGA3dFace */ SVGA3D_RS_ZFUNC = 36, /* SVGA3dCmpFunc */ SVGA3D_RS_ALPHAFUNC = 37, /* SVGA3dCmpFunc */ SVGA3D_RS_STENCILFUNC = 38, /* SVGA3dCmpFunc */ SVGA3D_RS_STENCILFAIL = 39, /* SVGA3dStencilOp */ SVGA3D_RS_STENCILZFAIL = 40, /* SVGA3dStencilOp */ SVGA3D_RS_STENCILPASS = 41, /* SVGA3dStencilOp */ SVGA3D_RS_ALPHAREF = 42, /* float (0.0 .. 1.0) */ SVGA3D_RS_FRONTWINDING = 43, /* SVGA3dFrontWinding */ SVGA3D_RS_COORDINATETYPE = 44, /* SVGA3dCoordinateType */ SVGA3D_RS_ZBIAS = 45, /* float */ SVGA3D_RS_RANGEFOGENABLE = 46, /* SVGA3dBool */ SVGA3D_RS_COLORWRITEENABLE = 47, /* SVGA3dColorMask */ SVGA3D_RS_VERTEXMATERIALENABLE = 48, /* SVGA3dBool */ SVGA3D_RS_DIFFUSEMATERIALSOURCE = 49, /* SVGA3dVertexMaterial */ SVGA3D_RS_SPECULARMATERIALSOURCE = 50, /* SVGA3dVertexMaterial */ SVGA3D_RS_AMBIENTMATERIALSOURCE = 51, /* SVGA3dVertexMaterial */ SVGA3D_RS_EMISSIVEMATERIALSOURCE = 52, /* SVGA3dVertexMaterial */ SVGA3D_RS_TEXTUREFACTOR = 53, /* SVGA3dColor */ SVGA3D_RS_LOCALVIEWER = 54, /* SVGA3dBool */ SVGA3D_RS_SCISSORTESTENABLE = 55, /* SVGA3dBool */ SVGA3D_RS_BLENDCOLOR = 56, /* SVGA3dColor */ SVGA3D_RS_STENCILENABLE2SIDED = 57, /* SVGA3dBool */ SVGA3D_RS_CCWSTENCILFUNC = 58, /* SVGA3dCmpFunc */ SVGA3D_RS_CCWSTENCILFAIL = 59, /* SVGA3dStencilOp */ SVGA3D_RS_CCWSTENCILZFAIL = 60, /* SVGA3dStencilOp */ SVGA3D_RS_CCWSTENCILPASS = 61, /* SVGA3dStencilOp */ SVGA3D_RS_VERTEXBLEND = 62, /* SVGA3dVertexBlendFlags */ SVGA3D_RS_SLOPESCALEDEPTHBIAS = 63, /* float */ SVGA3D_RS_DEPTHBIAS = 64, /* float */ /* * Output Gamma Level * * Output gamma effects the gamma curve of colors that are output from the * rendering pipeline. A value of 1.0 specifies a linear color space. If the * value is <= 0.0, gamma correction is ignored and linear color space is * used. */ SVGA3D_RS_OUTPUTGAMMA = 65, /* float */ SVGA3D_RS_ZVISIBLE = 66, /* SVGA3dBool */ SVGA3D_RS_LASTPIXEL = 67, /* SVGA3dBool */ SVGA3D_RS_CLIPPING = 68, /* SVGA3dBool */ SVGA3D_RS_WRAP0 = 69, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP1 = 70, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP2 = 71, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP3 = 72, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP4 = 73, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP5 = 74, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP6 = 75, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP7 = 76, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP8 = 77, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP9 = 78, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP10 = 79, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP11 = 80, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP12 = 81, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP13 = 82, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP14 = 83, /* SVGA3dWrapFlags */ SVGA3D_RS_WRAP15 = 84, /* SVGA3dWrapFlags */ SVGA3D_RS_MULTISAMPLEANTIALIAS = 85, /* SVGA3dBool */ SVGA3D_RS_MULTISAMPLEMASK = 86, /* uint32 */ SVGA3D_RS_INDEXEDVERTEXBLENDENABLE = 87, /* SVGA3dBool */ SVGA3D_RS_TWEENFACTOR = 88, /* float */ SVGA3D_RS_ANTIALIASEDLINEENABLE = 89, /* SVGA3dBool */ SVGA3D_RS_COLORWRITEENABLE1 = 90, /* SVGA3dColorMask */ SVGA3D_RS_COLORWRITEENABLE2 = 91, /* SVGA3dColorMask */ SVGA3D_RS_COLORWRITEENABLE3 = 92, /* SVGA3dColorMask */ SVGA3D_RS_SEPARATEALPHABLENDENABLE = 93, /* SVGA3dBool */ SVGA3D_RS_SRCBLENDALPHA = 94, /* SVGA3dBlendOp */ SVGA3D_RS_DSTBLENDALPHA = 95, /* SVGA3dBlendOp */ SVGA3D_RS_BLENDEQUATIONALPHA = 96, /* SVGA3dBlendEquation */ SVGA3D_RS_MAX } SVGA3dRenderStateName; typedef enum { SVGA3D_VERTEXMATERIAL_NONE = 0, /* Use the value in the current material */ SVGA3D_VERTEXMATERIAL_DIFFUSE = 1, /* Use the value in the diffuse component */ SVGA3D_VERTEXMATERIAL_SPECULAR = 2, /* Use the value in the specular component */ } SVGA3dVertexMaterial; typedef enum { SVGA3D_FILLMODE_INVALID = 0, SVGA3D_FILLMODE_POINT = 1, SVGA3D_FILLMODE_LINE = 2, SVGA3D_FILLMODE_FILL = 3, SVGA3D_FILLMODE_MAX } SVGA3dFillModeType; typedef union { struct { uint16 mode; /* SVGA3dFillModeType */ uint16 face; /* SVGA3dFace */ }; uint32 uintValue; } SVGA3dFillMode; typedef enum { SVGA3D_SHADEMODE_INVALID = 0, SVGA3D_SHADEMODE_FLAT = 1, SVGA3D_SHADEMODE_SMOOTH = 2, SVGA3D_SHADEMODE_PHONG = 3, /* Not supported */ SVGA3D_SHADEMODE_MAX } SVGA3dShadeMode; typedef union { struct { uint16 repeat; uint16 pattern; }; uint32 uintValue; } SVGA3dLinePattern; typedef enum { SVGA3D_BLENDOP_INVALID = 0, SVGA3D_BLENDOP_ZERO = 1, SVGA3D_BLENDOP_ONE = 2, SVGA3D_BLENDOP_SRCCOLOR = 3, SVGA3D_BLENDOP_INVSRCCOLOR = 4, SVGA3D_BLENDOP_SRCALPHA = 5, SVGA3D_BLENDOP_INVSRCALPHA = 6, SVGA3D_BLENDOP_DESTALPHA = 7, SVGA3D_BLENDOP_INVDESTALPHA = 8, SVGA3D_BLENDOP_DESTCOLOR = 9, SVGA3D_BLENDOP_INVDESTCOLOR = 10, SVGA3D_BLENDOP_SRCALPHASAT = 11, SVGA3D_BLENDOP_BLENDFACTOR = 12, SVGA3D_BLENDOP_INVBLENDFACTOR = 13, SVGA3D_BLENDOP_MAX } SVGA3dBlendOp; typedef enum { SVGA3D_BLENDEQ_INVALID = 0, SVGA3D_BLENDEQ_ADD = 1, SVGA3D_BLENDEQ_SUBTRACT = 2, SVGA3D_BLENDEQ_REVSUBTRACT = 3, SVGA3D_BLENDEQ_MINIMUM = 4, SVGA3D_BLENDEQ_MAXIMUM = 5, SVGA3D_BLENDEQ_MAX } SVGA3dBlendEquation; typedef enum { SVGA3D_FRONTWINDING_INVALID = 0, SVGA3D_FRONTWINDING_CW = 1, SVGA3D_FRONTWINDING_CCW = 2, SVGA3D_FRONTWINDING_MAX } SVGA3dFrontWinding; typedef enum { SVGA3D_FACE_INVALID = 0, SVGA3D_FACE_NONE = 1, SVGA3D_FACE_FRONT = 2, SVGA3D_FACE_BACK = 3, SVGA3D_FACE_FRONT_BACK = 4, SVGA3D_FACE_MAX } SVGA3dFace; /* * The order and the values should not be changed */ typedef enum { SVGA3D_CMP_INVALID = 0, SVGA3D_CMP_NEVER = 1, SVGA3D_CMP_LESS = 2, SVGA3D_CMP_EQUAL = 3, SVGA3D_CMP_LESSEQUAL = 4, SVGA3D_CMP_GREATER = 5, SVGA3D_CMP_NOTEQUAL = 6, SVGA3D_CMP_GREATEREQUAL = 7, SVGA3D_CMP_ALWAYS = 8, SVGA3D_CMP_MAX } SVGA3dCmpFunc; /* * SVGA3D_FOGFUNC_* specifies the fog equation, or PER_VERTEX which allows * the fog factor to be specified in the alpha component of the specular * (a.k.a. secondary) vertex color. */ typedef enum { SVGA3D_FOGFUNC_INVALID = 0, SVGA3D_FOGFUNC_EXP = 1, SVGA3D_FOGFUNC_EXP2 = 2, SVGA3D_FOGFUNC_LINEAR = 3, SVGA3D_FOGFUNC_PER_VERTEX = 4 } SVGA3dFogFunction; /* * SVGA3D_FOGTYPE_* specifies if fog factors are computed on a per-vertex * or per-pixel basis. */ typedef enum { SVGA3D_FOGTYPE_INVALID = 0, SVGA3D_FOGTYPE_VERTEX = 1, SVGA3D_FOGTYPE_PIXEL = 2, SVGA3D_FOGTYPE_MAX = 3 } SVGA3dFogType; /* * SVGA3D_FOGBASE_* selects depth or range-based fog. Depth-based fog is * computed using the eye Z value of each pixel (or vertex), whereas range- * based fog is computed using the actual distance (range) to the eye. */ typedef enum { SVGA3D_FOGBASE_INVALID = 0, SVGA3D_FOGBASE_DEPTHBASED = 1, SVGA3D_FOGBASE_RANGEBASED = 2, SVGA3D_FOGBASE_MAX = 3 } SVGA3dFogBase; typedef enum { SVGA3D_STENCILOP_INVALID = 0, SVGA3D_STENCILOP_KEEP = 1, SVGA3D_STENCILOP_ZERO = 2, SVGA3D_STENCILOP_REPLACE = 3, SVGA3D_STENCILOP_INCRSAT = 4, SVGA3D_STENCILOP_DECRSAT = 5, SVGA3D_STENCILOP_INVERT = 6, SVGA3D_STENCILOP_INCR = 7, SVGA3D_STENCILOP_DECR = 8, SVGA3D_STENCILOP_MAX } SVGA3dStencilOp; typedef enum { SVGA3D_CLIPPLANE_0 = (1 << 0), SVGA3D_CLIPPLANE_1 = (1 << 1), SVGA3D_CLIPPLANE_2 = (1 << 2), SVGA3D_CLIPPLANE_3 = (1 << 3), SVGA3D_CLIPPLANE_4 = (1 << 4), SVGA3D_CLIPPLANE_5 = (1 << 5), } SVGA3dClipPlanes; typedef enum { SVGA3D_CLEAR_COLOR = 0x1, SVGA3D_CLEAR_DEPTH = 0x2, SVGA3D_CLEAR_STENCIL = 0x4 } SVGA3dClearFlag; typedef enum { SVGA3D_RT_DEPTH = 0, SVGA3D_RT_STENCIL = 1, SVGA3D_RT_COLOR0 = 2, SVGA3D_RT_COLOR1 = 3, SVGA3D_RT_COLOR2 = 4, SVGA3D_RT_COLOR3 = 5, SVGA3D_RT_COLOR4 = 6, SVGA3D_RT_COLOR5 = 7, SVGA3D_RT_COLOR6 = 8, SVGA3D_RT_COLOR7 = 9, SVGA3D_RT_MAX, SVGA3D_RT_INVALID = ((uint32)-1), } SVGA3dRenderTargetType; #define SVGA3D_MAX_RT_COLOR (SVGA3D_RT_COLOR7 - SVGA3D_RT_COLOR0 + 1) typedef union { struct { uint32 red : 1; uint32 green : 1; uint32 blue : 1; uint32 alpha : 1; }; uint32 uintValue; } SVGA3dColorMask; typedef enum { SVGA3D_VBLEND_DISABLE = 0, SVGA3D_VBLEND_1WEIGHT = 1, SVGA3D_VBLEND_2WEIGHT = 2, SVGA3D_VBLEND_3WEIGHT = 3, } SVGA3dVertexBlendFlags; typedef enum { SVGA3D_WRAPCOORD_0 = 1 << 0, SVGA3D_WRAPCOORD_1 = 1 << 1, SVGA3D_WRAPCOORD_2 = 1 << 2, SVGA3D_WRAPCOORD_3 = 1 << 3, SVGA3D_WRAPCOORD_ALL = 0xF, } SVGA3dWrapFlags; /* * SVGA_3D_CMD_TEXTURESTATE Types. All value types * must fit in a uint32. */ typedef enum { SVGA3D_TS_INVALID = 0, SVGA3D_TS_BIND_TEXTURE = 1, /* SVGA3dSurfaceId */ SVGA3D_TS_COLOROP = 2, /* SVGA3dTextureCombiner */ SVGA3D_TS_COLORARG1 = 3, /* SVGA3dTextureArgData */ SVGA3D_TS_COLORARG2 = 4, /* SVGA3dTextureArgData */ SVGA3D_TS_ALPHAOP = 5, /* SVGA3dTextureCombiner */ SVGA3D_TS_ALPHAARG1 = 6, /* SVGA3dTextureArgData */ SVGA3D_TS_ALPHAARG2 = 7, /* SVGA3dTextureArgData */ SVGA3D_TS_ADDRESSU = 8, /* SVGA3dTextureAddress */ SVGA3D_TS_ADDRESSV = 9, /* SVGA3dTextureAddress */ SVGA3D_TS_MIPFILTER = 10, /* SVGA3dTextureFilter */ SVGA3D_TS_MAGFILTER = 11, /* SVGA3dTextureFilter */ SVGA3D_TS_MINFILTER = 12, /* SVGA3dTextureFilter */ SVGA3D_TS_BORDERCOLOR = 13, /* SVGA3dColor */ SVGA3D_TS_TEXCOORDINDEX = 14, /* uint32 */ SVGA3D_TS_TEXTURETRANSFORMFLAGS = 15, /* SVGA3dTexTransformFlags */ SVGA3D_TS_TEXCOORDGEN = 16, /* SVGA3dTextureCoordGen */ SVGA3D_TS_BUMPENVMAT00 = 17, /* float */ SVGA3D_TS_BUMPENVMAT01 = 18, /* float */ SVGA3D_TS_BUMPENVMAT10 = 19, /* float */ SVGA3D_TS_BUMPENVMAT11 = 20, /* float */ SVGA3D_TS_TEXTURE_MIPMAP_LEVEL = 21, /* uint32 */ SVGA3D_TS_TEXTURE_LOD_BIAS = 22, /* float */ SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL = 23, /* uint32 */ SVGA3D_TS_ADDRESSW = 24, /* SVGA3dTextureAddress */ /* * Sampler Gamma Level * * Sampler gamma effects the color of samples taken from the sampler. A * value of 1.0 will produce linear samples. If the value is <= 0.0 the * gamma value is ignored and a linear space is used. */ SVGA3D_TS_GAMMA = 25, /* float */ SVGA3D_TS_BUMPENVLSCALE = 26, /* float */ SVGA3D_TS_BUMPENVLOFFSET = 27, /* float */ SVGA3D_TS_COLORARG0 = 28, /* SVGA3dTextureArgData */ SVGA3D_TS_ALPHAARG0 = 29, /* SVGA3dTextureArgData */ SVGA3D_TS_MAX } SVGA3dTextureStateName; typedef enum { SVGA3D_TC_INVALID = 0, SVGA3D_TC_DISABLE = 1, SVGA3D_TC_SELECTARG1 = 2, SVGA3D_TC_SELECTARG2 = 3, SVGA3D_TC_MODULATE = 4, SVGA3D_TC_ADD = 5, SVGA3D_TC_ADDSIGNED = 6, SVGA3D_TC_SUBTRACT = 7, SVGA3D_TC_BLENDTEXTUREALPHA = 8, SVGA3D_TC_BLENDDIFFUSEALPHA = 9, SVGA3D_TC_BLENDCURRENTALPHA = 10, SVGA3D_TC_BLENDFACTORALPHA = 11, SVGA3D_TC_MODULATE2X = 12, SVGA3D_TC_MODULATE4X = 13, SVGA3D_TC_DSDT = 14, SVGA3D_TC_DOTPRODUCT3 = 15, SVGA3D_TC_BLENDTEXTUREALPHAPM = 16, SVGA3D_TC_ADDSIGNED2X = 17, SVGA3D_TC_ADDSMOOTH = 18, SVGA3D_TC_PREMODULATE = 19, SVGA3D_TC_MODULATEALPHA_ADDCOLOR = 20, SVGA3D_TC_MODULATECOLOR_ADDALPHA = 21, SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR = 22, SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA = 23, SVGA3D_TC_BUMPENVMAPLUMINANCE = 24, SVGA3D_TC_MULTIPLYADD = 25, SVGA3D_TC_LERP = 26, SVGA3D_TC_MAX } SVGA3dTextureCombiner; #define SVGA3D_TC_CAP_BIT(svga3d_tc_op) (svga3d_tc_op ? (1 << (svga3d_tc_op - 1)) : 0) typedef enum { SVGA3D_TEX_ADDRESS_INVALID = 0, SVGA3D_TEX_ADDRESS_WRAP = 1, SVGA3D_TEX_ADDRESS_MIRROR = 2, SVGA3D_TEX_ADDRESS_CLAMP = 3, SVGA3D_TEX_ADDRESS_BORDER = 4, SVGA3D_TEX_ADDRESS_MIRRORONCE = 5, SVGA3D_TEX_ADDRESS_EDGE = 6, SVGA3D_TEX_ADDRESS_MAX } SVGA3dTextureAddress; /* * SVGA3D_TEX_FILTER_NONE as the minification filter means mipmapping is * disabled, and the rasterizer should use the magnification filter instead. */ typedef enum { SVGA3D_TEX_FILTER_NONE = 0, SVGA3D_TEX_FILTER_NEAREST = 1, SVGA3D_TEX_FILTER_LINEAR = 2, SVGA3D_TEX_FILTER_ANISOTROPIC = 3, SVGA3D_TEX_FILTER_FLATCUBIC = 4, // Deprecated, not implemented SVGA3D_TEX_FILTER_GAUSSIANCUBIC = 5, // Deprecated, not implemented SVGA3D_TEX_FILTER_PYRAMIDALQUAD = 6, // Not currently implemented SVGA3D_TEX_FILTER_GAUSSIANQUAD = 7, // Not currently implemented SVGA3D_TEX_FILTER_MAX } SVGA3dTextureFilter; typedef enum { SVGA3D_TEX_TRANSFORM_OFF = 0, SVGA3D_TEX_TRANSFORM_S = (1 << 0), SVGA3D_TEX_TRANSFORM_T = (1 << 1), SVGA3D_TEX_TRANSFORM_R = (1 << 2), SVGA3D_TEX_TRANSFORM_Q = (1 << 3), SVGA3D_TEX_PROJECTED = (1 << 15), } SVGA3dTexTransformFlags; typedef enum { SVGA3D_TEXCOORD_GEN_OFF = 0, SVGA3D_TEXCOORD_GEN_EYE_POSITION = 1, SVGA3D_TEXCOORD_GEN_EYE_NORMAL = 2, SVGA3D_TEXCOORD_GEN_REFLECTIONVECTOR = 3, SVGA3D_TEXCOORD_GEN_SPHERE = 4, SVGA3D_TEXCOORD_GEN_MAX } SVGA3dTextureCoordGen; /* * Texture argument constants for texture combiner */ typedef enum { SVGA3D_TA_INVALID = 0, SVGA3D_TA_CONSTANT = 1, SVGA3D_TA_PREVIOUS = 2, SVGA3D_TA_DIFFUSE = 3, SVGA3D_TA_TEXTURE = 4, SVGA3D_TA_SPECULAR = 5, SVGA3D_TA_MAX } SVGA3dTextureArgData; #define SVGA3D_TM_MASK_LEN 4 /* Modifiers for texture argument constants defined above. */ typedef enum { SVGA3D_TM_NONE = 0, SVGA3D_TM_ALPHA = (1 << SVGA3D_TM_MASK_LEN), SVGA3D_TM_ONE_MINUS = (2 << SVGA3D_TM_MASK_LEN), } SVGA3dTextureArgModifier; #define SVGA3D_INVALID_ID ((uint32)-1) #define SVGA3D_MAX_CLIP_PLANES 6 /* * This is the limit to the number of fixed-function texture * transforms and texture coordinates we can support. It does *not* * correspond to the number of texture image units (samplers) we * support! */ #define SVGA3D_MAX_TEXTURE_COORDS 8 /* * Vertex declarations * * Notes: * * SVGA3D_DECLUSAGE_POSITIONT is for pre-transformed vertices. If you * draw with any POSITIONT vertex arrays, the programmable vertex * pipeline will be implicitly disabled. Drawing will take place as if * no vertex shader was bound. */ typedef enum { SVGA3D_DECLUSAGE_POSITION = 0, SVGA3D_DECLUSAGE_BLENDWEIGHT, // 1 SVGA3D_DECLUSAGE_BLENDINDICES, // 2 SVGA3D_DECLUSAGE_NORMAL, // 3 SVGA3D_DECLUSAGE_PSIZE, // 4 SVGA3D_DECLUSAGE_TEXCOORD, // 5 SVGA3D_DECLUSAGE_TANGENT, // 6 SVGA3D_DECLUSAGE_BINORMAL, // 7 SVGA3D_DECLUSAGE_TESSFACTOR, // 8 SVGA3D_DECLUSAGE_POSITIONT, // 9 SVGA3D_DECLUSAGE_COLOR, // 10 SVGA3D_DECLUSAGE_FOG, // 11 SVGA3D_DECLUSAGE_DEPTH, // 12 SVGA3D_DECLUSAGE_SAMPLE, // 13 SVGA3D_DECLUSAGE_MAX } SVGA3dDeclUsage; typedef enum { SVGA3D_DECLMETHOD_DEFAULT = 0, SVGA3D_DECLMETHOD_PARTIALU, SVGA3D_DECLMETHOD_PARTIALV, SVGA3D_DECLMETHOD_CROSSUV, // Normal SVGA3D_DECLMETHOD_UV, SVGA3D_DECLMETHOD_LOOKUP, // Lookup a displacement map SVGA3D_DECLMETHOD_LOOKUPPRESAMPLED, // Lookup a pre-sampled displacement map } SVGA3dDeclMethod; typedef enum { SVGA3D_DECLTYPE_FLOAT1 = 0, SVGA3D_DECLTYPE_FLOAT2 = 1, SVGA3D_DECLTYPE_FLOAT3 = 2, SVGA3D_DECLTYPE_FLOAT4 = 3, SVGA3D_DECLTYPE_D3DCOLOR = 4, SVGA3D_DECLTYPE_UBYTE4 = 5, SVGA3D_DECLTYPE_SHORT2 = 6, SVGA3D_DECLTYPE_SHORT4 = 7, SVGA3D_DECLTYPE_UBYTE4N = 8, SVGA3D_DECLTYPE_SHORT2N = 9, SVGA3D_DECLTYPE_SHORT4N = 10, SVGA3D_DECLTYPE_USHORT2N = 11, SVGA3D_DECLTYPE_USHORT4N = 12, SVGA3D_DECLTYPE_UDEC3 = 13, SVGA3D_DECLTYPE_DEC3N = 14, SVGA3D_DECLTYPE_FLOAT16_2 = 15, SVGA3D_DECLTYPE_FLOAT16_4 = 16, SVGA3D_DECLTYPE_MAX, } SVGA3dDeclType; /* * This structure is used for the divisor for geometry instancing; * it's a direct translation of the Direct3D equivalent. */ typedef union { struct { /* * For index data, this number represents the number of instances to draw. * For instance data, this number represents the number of * instances/vertex in this stream */ uint32 count : 30; /* * This is 1 if this is supposed to be the data that is repeated for * every instance. */ uint32 indexedData : 1; /* * This is 1 if this is supposed to be the per-instance data. */ uint32 instanceData : 1; }; uint32 value; } SVGA3dVertexDivisor; typedef enum { SVGA3D_PRIMITIVE_INVALID = 0, SVGA3D_PRIMITIVE_TRIANGLELIST = 1, SVGA3D_PRIMITIVE_POINTLIST = 2, SVGA3D_PRIMITIVE_LINELIST = 3, SVGA3D_PRIMITIVE_LINESTRIP = 4, SVGA3D_PRIMITIVE_TRIANGLESTRIP = 5, SVGA3D_PRIMITIVE_TRIANGLEFAN = 6, SVGA3D_PRIMITIVE_MAX } SVGA3dPrimitiveType; typedef enum { SVGA3D_COORDINATE_INVALID = 0, SVGA3D_COORDINATE_LEFTHANDED = 1, SVGA3D_COORDINATE_RIGHTHANDED = 2, SVGA3D_COORDINATE_MAX } SVGA3dCoordinateType; typedef enum { SVGA3D_TRANSFORM_INVALID = 0, SVGA3D_TRANSFORM_WORLD = 1, SVGA3D_TRANSFORM_VIEW = 2, SVGA3D_TRANSFORM_PROJECTION = 3, SVGA3D_TRANSFORM_TEXTURE0 = 4, SVGA3D_TRANSFORM_TEXTURE1 = 5, SVGA3D_TRANSFORM_TEXTURE2 = 6, SVGA3D_TRANSFORM_TEXTURE3 = 7, SVGA3D_TRANSFORM_TEXTURE4 = 8, SVGA3D_TRANSFORM_TEXTURE5 = 9, SVGA3D_TRANSFORM_TEXTURE6 = 10, SVGA3D_TRANSFORM_TEXTURE7 = 11, SVGA3D_TRANSFORM_WORLD1 = 12, SVGA3D_TRANSFORM_WORLD2 = 13, SVGA3D_TRANSFORM_WORLD3 = 14, SVGA3D_TRANSFORM_MAX } SVGA3dTransformType; typedef enum { SVGA3D_LIGHTTYPE_INVALID = 0, SVGA3D_LIGHTTYPE_POINT = 1, SVGA3D_LIGHTTYPE_SPOT1 = 2, /* 1-cone, in degrees */ SVGA3D_LIGHTTYPE_SPOT2 = 3, /* 2-cone, in radians */ SVGA3D_LIGHTTYPE_DIRECTIONAL = 4, SVGA3D_LIGHTTYPE_MAX } SVGA3dLightType; typedef enum { SVGA3D_CUBEFACE_POSX = 0, SVGA3D_CUBEFACE_NEGX = 1, SVGA3D_CUBEFACE_POSY = 2, SVGA3D_CUBEFACE_NEGY = 3, SVGA3D_CUBEFACE_POSZ = 4, SVGA3D_CUBEFACE_NEGZ = 5, } SVGA3dCubeFace; typedef enum { SVGA3D_SHADERTYPE_COMPILED_DX8 = 0, SVGA3D_SHADERTYPE_VS = 1, SVGA3D_SHADERTYPE_PS = 2, SVGA3D_SHADERTYPE_MAX } SVGA3dShaderType; typedef enum { SVGA3D_CONST_TYPE_FLOAT = 0, SVGA3D_CONST_TYPE_INT = 1, SVGA3D_CONST_TYPE_BOOL = 2, } SVGA3dShaderConstType; #define SVGA3D_MAX_SURFACE_FACES 6 typedef enum { SVGA3D_STRETCH_BLT_POINT = 0, SVGA3D_STRETCH_BLT_LINEAR = 1, SVGA3D_STRETCH_BLT_MAX } SVGA3dStretchBltMode; typedef enum { SVGA3D_QUERYTYPE_OCCLUSION = 0, SVGA3D_QUERYTYPE_MAX } SVGA3dQueryType; typedef enum { SVGA3D_QUERYSTATE_PENDING = 0, /* Waiting on the host (set by guest) */ SVGA3D_QUERYSTATE_SUCCEEDED = 1, /* Completed successfully (set by host) */ SVGA3D_QUERYSTATE_FAILED = 2, /* Completed unsuccessfully (set by host) */ SVGA3D_QUERYSTATE_NEW = 3, /* Never submitted (For guest use only) */ } SVGA3dQueryState; typedef enum { SVGA3D_WRITE_HOST_VRAM = 1, SVGA3D_READ_HOST_VRAM = 2, } SVGA3dTransferType; /* * The maximum number vertex arrays we're guaranteed to support in * SVGA_3D_CMD_DRAWPRIMITIVES. */ #define SVGA3D_MAX_VERTEX_ARRAYS 32 /* * Identifiers for commands in the command FIFO. * * IDs between 1000 and 1039 (inclusive) were used by obsolete versions of * the SVGA3D protocol and remain reserved; they should not be used in the * future. * * IDs between 1040 and 1999 (inclusive) are available for use by the * current SVGA3D protocol. * * FIFO clients other than SVGA3D should stay below 1000, or at 2000 * and up. */ #define SVGA_3D_CMD_LEGACY_BASE 1000 #define SVGA_3D_CMD_BASE 1040 #define SVGA_3D_CMD_SURFACE_DEFINE SVGA_3D_CMD_BASE + 0 #define SVGA_3D_CMD_SURFACE_DESTROY SVGA_3D_CMD_BASE + 1 #define SVGA_3D_CMD_SURFACE_COPY SVGA_3D_CMD_BASE + 2 #define SVGA_3D_CMD_SURFACE_STRETCHBLT SVGA_3D_CMD_BASE + 3 #define SVGA_3D_CMD_SURFACE_DMA SVGA_3D_CMD_BASE + 4 #define SVGA_3D_CMD_CONTEXT_DEFINE SVGA_3D_CMD_BASE + 5 #define SVGA_3D_CMD_CONTEXT_DESTROY SVGA_3D_CMD_BASE + 6 #define SVGA_3D_CMD_SETTRANSFORM SVGA_3D_CMD_BASE + 7 #define SVGA_3D_CMD_SETZRANGE SVGA_3D_CMD_BASE + 8 #define SVGA_3D_CMD_SETRENDERSTATE SVGA_3D_CMD_BASE + 9 #define SVGA_3D_CMD_SETRENDERTARGET SVGA_3D_CMD_BASE + 10 #define SVGA_3D_CMD_SETTEXTURESTATE SVGA_3D_CMD_BASE + 11 #define SVGA_3D_CMD_SETMATERIAL SVGA_3D_CMD_BASE + 12 #define SVGA_3D_CMD_SETLIGHTDATA SVGA_3D_CMD_BASE + 13 #define SVGA_3D_CMD_SETLIGHTENABLED SVGA_3D_CMD_BASE + 14 #define SVGA_3D_CMD_SETVIEWPORT SVGA_3D_CMD_BASE + 15 #define SVGA_3D_CMD_SETCLIPPLANE SVGA_3D_CMD_BASE + 16 #define SVGA_3D_CMD_CLEAR SVGA_3D_CMD_BASE + 17 #define SVGA_3D_CMD_PRESENT SVGA_3D_CMD_BASE + 18 // Deprecated #define SVGA_3D_CMD_SHADER_DEFINE SVGA_3D_CMD_BASE + 19 #define SVGA_3D_CMD_SHADER_DESTROY SVGA_3D_CMD_BASE + 20 #define SVGA_3D_CMD_SET_SHADER SVGA_3D_CMD_BASE + 21 #define SVGA_3D_CMD_SET_SHADER_CONST SVGA_3D_CMD_BASE + 22 #define SVGA_3D_CMD_DRAW_PRIMITIVES SVGA_3D_CMD_BASE + 23 #define SVGA_3D_CMD_SETSCISSORRECT SVGA_3D_CMD_BASE + 24 #define SVGA_3D_CMD_BEGIN_QUERY SVGA_3D_CMD_BASE + 25 #define SVGA_3D_CMD_END_QUERY SVGA_3D_CMD_BASE + 26 #define SVGA_3D_CMD_WAIT_FOR_QUERY SVGA_3D_CMD_BASE + 27 #define SVGA_3D_CMD_PRESENT_READBACK SVGA_3D_CMD_BASE + 28 // Deprecated #define SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN SVGA_3D_CMD_BASE + 29 #define SVGA_3D_CMD_MAX SVGA_3D_CMD_BASE + 30 #define SVGA_3D_CMD_FUTURE_MAX 2000 /* * Common substructures used in multiple FIFO commands: */ typedef struct { union { struct { uint16 function; // SVGA3dFogFunction uint8 type; // SVGA3dFogType uint8 base; // SVGA3dFogBase }; uint32 uintValue; }; } SVGA3dFogMode; /* * Uniquely identify one image (a 1D/2D/3D array) from a surface. This * is a surface ID as well as face/mipmap indices. */ typedef struct SVGA3dSurfaceImageId { uint32 sid; uint32 face; uint32 mipmap; } SVGA3dSurfaceImageId; typedef struct SVGA3dGuestImage { SVGAGuestPtr ptr; /* * A note on interpretation of pitch: This value of pitch is the * number of bytes between vertically adjacent image * blocks. Normally this is the number of bytes between the first * pixel of two adjacent scanlines. With compressed textures, * however, this may represent the number of bytes between * compression blocks rather than between rows of pixels. * * XXX: Compressed textures currently must be tightly packed in guest memory. * * If the image is 1-dimensional, pitch is ignored. * * If 'pitch' is zero, the SVGA3D device calculates a pitch value * assuming each row of blocks is tightly packed. */ uint32 pitch; } SVGA3dGuestImage; /* * FIFO command format definitions: */ /* * The data size header following cmdNum for every 3d command */ typedef struct { uint32 id; uint32 size; } SVGA3dCmdHeader; /* * A surface is a hierarchy of host VRAM surfaces: 1D, 2D, or 3D, with * optional mipmaps and cube faces. */ typedef struct { uint32 width; uint32 height; uint32 depth; } SVGA3dSize; typedef enum { SVGA3D_SURFACE_CUBEMAP = (1 << 0), SVGA3D_SURFACE_HINT_STATIC = (1 << 1), SVGA3D_SURFACE_HINT_DYNAMIC = (1 << 2), SVGA3D_SURFACE_HINT_INDEXBUFFER = (1 << 3), SVGA3D_SURFACE_HINT_VERTEXBUFFER = (1 << 4), SVGA3D_SURFACE_HINT_TEXTURE = (1 << 5), SVGA3D_SURFACE_HINT_RENDERTARGET = (1 << 6), SVGA3D_SURFACE_HINT_DEPTHSTENCIL = (1 << 7), SVGA3D_SURFACE_HINT_WRITEONLY = (1 << 8), } SVGA3dSurfaceFlags; typedef struct { uint32 numMipLevels; } SVGA3dSurfaceFace; typedef struct { uint32 sid; SVGA3dSurfaceFlags surfaceFlags; SVGA3dSurfaceFormat format; SVGA3dSurfaceFace face[SVGA3D_MAX_SURFACE_FACES]; /* * Followed by an SVGA3dSize structure for each mip level in each face. * * A note on surface sizes: Sizes are always specified in pixels, * even if the true surface size is not a multiple of the minimum * block size of the surface's format. For example, a 3x3x1 DXT1 * compressed texture would actually be stored as a 4x4x1 image in * memory. */ } SVGA3dCmdDefineSurface; /* SVGA_3D_CMD_SURFACE_DEFINE */ typedef struct { uint32 sid; } SVGA3dCmdDestroySurface; /* SVGA_3D_CMD_SURFACE_DESTROY */ typedef struct { uint32 cid; } SVGA3dCmdDefineContext; /* SVGA_3D_CMD_CONTEXT_DEFINE */ typedef struct { uint32 cid; } SVGA3dCmdDestroyContext; /* SVGA_3D_CMD_CONTEXT_DESTROY */ typedef struct { uint32 cid; SVGA3dClearFlag clearFlag; uint32 color; float depth; uint32 stencil; /* Followed by variable number of SVGA3dRect structures */ } SVGA3dCmdClear; /* SVGA_3D_CMD_CLEAR */ typedef struct SVGA3dCopyRect { uint32 x; uint32 y; uint32 w; uint32 h; uint32 srcx; uint32 srcy; } SVGA3dCopyRect; typedef struct SVGA3dCopyBox { uint32 x; uint32 y; uint32 z; uint32 w; uint32 h; uint32 d; uint32 srcx; uint32 srcy; uint32 srcz; } SVGA3dCopyBox; typedef struct { uint32 x; uint32 y; uint32 w; uint32 h; } SVGA3dRect; typedef struct { uint32 x; uint32 y; uint32 z; uint32 w; uint32 h; uint32 d; } SVGA3dBox; typedef struct { uint32 x; uint32 y; uint32 z; } SVGA3dPoint; typedef struct { SVGA3dLightType type; SVGA3dBool inWorldSpace; float diffuse[4]; float specular[4]; float ambient[4]; float position[4]; float direction[4]; float range; float falloff; float attenuation0; float attenuation1; float attenuation2; float theta; float phi; } SVGA3dLightData; typedef struct { uint32 sid; /* Followed by variable number of SVGA3dCopyRect structures */ } SVGA3dCmdPresent; /* SVGA_3D_CMD_PRESENT */ typedef struct { SVGA3dRenderStateName state; union { uint32 uintValue; float floatValue; }; } SVGA3dRenderState; typedef struct { uint32 cid; /* Followed by variable number of SVGA3dRenderState structures */ } SVGA3dCmdSetRenderState; /* SVGA_3D_CMD_SETRENDERSTATE */ typedef struct { uint32 cid; SVGA3dRenderTargetType type; SVGA3dSurfaceImageId target; } SVGA3dCmdSetRenderTarget; /* SVGA_3D_CMD_SETRENDERTARGET */ typedef struct { SVGA3dSurfaceImageId src; SVGA3dSurfaceImageId dest; /* Followed by variable number of SVGA3dCopyBox structures */ } SVGA3dCmdSurfaceCopy; /* SVGA_3D_CMD_SURFACE_COPY */ typedef struct { SVGA3dSurfaceImageId src; SVGA3dSurfaceImageId dest; SVGA3dBox boxSrc; SVGA3dBox boxDest; SVGA3dStretchBltMode mode; } SVGA3dCmdSurfaceStretchBlt; /* SVGA_3D_CMD_SURFACE_STRETCHBLT */ typedef struct { /* * If the discard flag is present in a surface DMA operation, the host may * discard the contents of the current mipmap level and face of the target * surface before applying the surface DMA contents. */ uint32 discard : 1; /* * If the unsynchronized flag is present, the host may perform this upload * without syncing to pending reads on this surface. */ uint32 unsynchronized : 1; /* * Guests *MUST* set the reserved bits to 0 before submitting the command * suffix as future flags may occupy these bits. */ uint32 reserved : 30; } SVGA3dSurfaceDMAFlags; typedef struct { SVGA3dGuestImage guest; SVGA3dSurfaceImageId host; SVGA3dTransferType transfer; /* * Followed by variable number of SVGA3dCopyBox structures. For consistency * in all clipping logic and coordinate translation, we define the * "source" in each copyBox as the guest image and the * "destination" as the host image, regardless of transfer * direction. * * For efficiency, the SVGA3D device is free to copy more data than * specified. For example, it may round copy boxes outwards such * that they lie on particular alignment boundaries. */ } SVGA3dCmdSurfaceDMA; /* SVGA_3D_CMD_SURFACE_DMA */ /* * SVGA3dCmdSurfaceDMASuffix -- * * This is a command suffix that will appear after a SurfaceDMA command in * the FIFO. It contains some extra information that hosts may use to * optimize performance or protect the guest. This suffix exists to preserve * backwards compatibility while also allowing for new functionality to be * implemented. */ typedef struct { uint32 suffixSize; /* * The maximum offset is used to determine the maximum offset from the * guestPtr base address that will be accessed or written to during this * surfaceDMA. If the suffix is supported, the host will respect this * boundary while performing surface DMAs. * * Defaults to MAX_UINT32 */ uint32 maximumOffset; /* * A set of flags that describes optimizations that the host may perform * while performing this surface DMA operation. The guest should never rely * on behaviour that is different when these flags are set for correctness. * * Defaults to 0 */ SVGA3dSurfaceDMAFlags flags; } SVGA3dCmdSurfaceDMASuffix; /* * SVGA_3D_CMD_DRAW_PRIMITIVES -- * * This command is the SVGA3D device's generic drawing entry point. * It can draw multiple ranges of primitives, optionally using an * index buffer, using an arbitrary collection of vertex buffers. * * Each SVGA3dVertexDecl defines a distinct vertex array to bind * during this draw call. The declarations specify which surface * the vertex data lives in, what that vertex data is used for, * and how to interpret it. * * Each SVGA3dPrimitiveRange defines a collection of primitives * to render using the same vertex arrays. An index buffer is * optional. */ typedef struct { /* * A range hint is an optional specification for the range of indices * in an SVGA3dArray that will be used. If 'last' is zero, it is assumed * that the entire array will be used. * * These are only hints. The SVGA3D device may use them for * performance optimization if possible, but it's also allowed to * ignore these values. */ uint32 first; uint32 last; } SVGA3dArrayRangeHint; typedef struct { /* * Define the origin and shape of a vertex or index array. Both * 'offset' and 'stride' are in bytes. The provided surface will be * reinterpreted as a flat array of bytes in the same format used * by surface DMA operations. To avoid unnecessary conversions, the * surface should be created with the SVGA3D_BUFFER format. * * Index 0 in the array starts 'offset' bytes into the surface. * Index 1 begins at byte 'offset + stride', etc. Array indices may * not be negative. */ uint32 surfaceId; uint32 offset; uint32 stride; } SVGA3dArray; typedef struct { /* * Describe a vertex array's data type, and define how it is to be * used by the fixed function pipeline or the vertex shader. It * isn't useful to have two VertexDecls with the same * VertexArrayIdentity in one draw call. */ SVGA3dDeclType type; SVGA3dDeclMethod method; SVGA3dDeclUsage usage; uint32 usageIndex; } SVGA3dVertexArrayIdentity; typedef struct { SVGA3dVertexArrayIdentity identity; SVGA3dArray array; SVGA3dArrayRangeHint rangeHint; } SVGA3dVertexDecl; typedef struct { /* * Define a group of primitives to render, from sequential indices. * * The value of 'primitiveType' and 'primitiveCount' imply the * total number of vertices that will be rendered. */ SVGA3dPrimitiveType primType; uint32 primitiveCount; /* * Optional index buffer. If indexArray.surfaceId is * SVGA3D_INVALID_ID, we render without an index buffer. Rendering * without an index buffer is identical to rendering with an index * buffer containing the sequence [0, 1, 2, 3, ...]. * * If an index buffer is in use, indexWidth specifies the width in * bytes of each index value. It must be less than or equal to * indexArray.stride. * * (Currently, the SVGA3D device requires index buffers to be tightly * packed. In other words, indexWidth == indexArray.stride) */ SVGA3dArray indexArray; uint32 indexWidth; /* * Optional index bias. This number is added to all indices from * indexArray before they are used as vertex array indices. This * can be used in multiple ways: * * - When not using an indexArray, this bias can be used to * specify where in the vertex arrays to begin rendering. * * - A positive number here is equivalent to increasing the * offset in each vertex array. * * - A negative number can be used to render using a small * vertex array and an index buffer that contains large * values. This may be used by some applications that * crop a vertex buffer without modifying their index * buffer. * * Note that rendering with a negative bias value may be slower and * use more memory than rendering with a positive or zero bias. */ int32 indexBias; } SVGA3dPrimitiveRange; typedef struct { uint32 cid; uint32 numVertexDecls; uint32 numRanges; /* * There are two variable size arrays after the * SVGA3dCmdDrawPrimitives structure. In order, * they are: * * 1. SVGA3dVertexDecl, quantity 'numVertexDecls' * 2. SVGA3dPrimitiveRange, quantity 'numRanges' * 3. Optionally, SVGA3dVertexDivisor, quantity 'numVertexDecls' (contains * the frequency divisor for this the corresponding vertex decl) */ } SVGA3dCmdDrawPrimitives; /* SVGA_3D_CMD_DRAWPRIMITIVES */ typedef struct { uint32 stage; SVGA3dTextureStateName name; union { uint32 value; float floatValue; }; } SVGA3dTextureState; typedef struct { uint32 cid; /* Followed by variable number of SVGA3dTextureState structures */ } SVGA3dCmdSetTextureState; /* SVGA_3D_CMD_SETTEXTURESTATE */ typedef struct { uint32 cid; SVGA3dTransformType type; float matrix[16]; } SVGA3dCmdSetTransform; /* SVGA_3D_CMD_SETTRANSFORM */ typedef struct { float min; float max; } SVGA3dZRange; typedef struct { uint32 cid; SVGA3dZRange zRange; } SVGA3dCmdSetZRange; /* SVGA_3D_CMD_SETZRANGE */ typedef struct { float diffuse[4]; float ambient[4]; float specular[4]; float emissive[4]; float shininess; } SVGA3dMaterial; typedef struct { uint32 cid; SVGA3dFace face; SVGA3dMaterial material; } SVGA3dCmdSetMaterial; /* SVGA_3D_CMD_SETMATERIAL */ typedef struct { uint32 cid; uint32 index; SVGA3dLightData data; } SVGA3dCmdSetLightData; /* SVGA_3D_CMD_SETLIGHTDATA */ typedef struct { uint32 cid; uint32 index; uint32 enabled; } SVGA3dCmdSetLightEnabled; /* SVGA_3D_CMD_SETLIGHTENABLED */ typedef struct { uint32 cid; SVGA3dRect rect; } SVGA3dCmdSetViewport; /* SVGA_3D_CMD_SETVIEWPORT */ typedef struct { uint32 cid; SVGA3dRect rect; } SVGA3dCmdSetScissorRect; /* SVGA_3D_CMD_SETSCISSORRECT */ typedef struct { uint32 cid; uint32 index; float plane[4]; } SVGA3dCmdSetClipPlane; /* SVGA_3D_CMD_SETCLIPPLANE */ typedef struct { uint32 cid; uint32 shid; SVGA3dShaderType type; /* Followed by variable number of DWORDs for shader bycode */ } SVGA3dCmdDefineShader; /* SVGA_3D_CMD_SHADER_DEFINE */ typedef struct { uint32 cid; uint32 shid; SVGA3dShaderType type; } SVGA3dCmdDestroyShader; /* SVGA_3D_CMD_SHADER_DESTROY */ typedef struct { uint32 cid; uint32 reg; /* register number */ SVGA3dShaderType type; SVGA3dShaderConstType ctype; uint32 values[4]; } SVGA3dCmdSetShaderConst; /* SVGA_3D_CMD_SET_SHADER_CONST */ typedef struct { uint32 cid; SVGA3dShaderType type; uint32 shid; } SVGA3dCmdSetShader; /* SVGA_3D_CMD_SET_SHADER */ typedef struct { uint32 cid; SVGA3dQueryType type; } SVGA3dCmdBeginQuery; /* SVGA_3D_CMD_BEGIN_QUERY */ typedef struct { uint32 cid; SVGA3dQueryType type; SVGAGuestPtr guestResult; /* Points to an SVGA3dQueryResult structure */ } SVGA3dCmdEndQuery; /* SVGA_3D_CMD_END_QUERY */ typedef struct { uint32 cid; /* Same parameters passed to END_QUERY */ SVGA3dQueryType type; SVGAGuestPtr guestResult; } SVGA3dCmdWaitForQuery; /* SVGA_3D_CMD_WAIT_FOR_QUERY */ typedef struct { uint32 totalSize; /* Set by guest before query is ended. */ SVGA3dQueryState state; /* Set by host or guest. See SVGA3dQueryState. */ union { /* Set by host on exit from PENDING state */ uint32 result32; }; } SVGA3dQueryResult; /* * SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN -- * * This is a blit from an SVGA3D surface to a Screen Object. Just * like GMR-to-screen blits, this blit may be directed at a * specific screen or to the virtual coordinate space. * * The blit copies from a rectangular region of an SVGA3D surface * image to a rectangular region of a screen or screens. * * This command takes an optional variable-length list of clipping * rectangles after the body of the command. If no rectangles are * specified, there is no clipping region. The entire destRect is * drawn to. If one or more rectangles are included, they describe * a clipping region. The clip rectangle coordinates are measured * relative to the top-left corner of destRect. * * This clipping region serves multiple purposes: * * - It can be used to perform an irregularly shaped blit more * efficiently than by issuing many separate blit commands. * * - It is equivalent to allowing blits with non-integer * source coordinates. You could blit just one half-pixel * of a source, for example, by specifying a larger * destination rectangle than you need, then removing * part of it using a clip rectangle. * * Availability: * SVGA_FIFO_CAP_SCREEN_OBJECT * * Limitations: * * - Currently, no backend supports blits from a mipmap or face * other than the first one. */ typedef struct { SVGA3dSurfaceImageId srcImage; SVGASignedRect srcRect; uint32 destScreenId; /* Screen ID or SVGA_ID_INVALID for virt. coords */ SVGASignedRect destRect; /* Supports scaling if src/rest different size */ /* Clipping: zero or more SVGASignedRects follow */ } SVGA3dCmdBlitSurfaceToScreen; /* SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN */ /* * Capability query index. * * Notes: * * 1. SVGA3D_DEVCAP_MAX_TEXTURES reflects the maximum number of * fixed-function texture units available. Each of these units * work in both FFP and Shader modes, and they support texture * transforms and texture coordinates. The host may have additional * texture image units that are only usable with shaders. * * 2. The BUFFER_FORMAT capabilities are deprecated, and they always * return TRUE. Even on physical hardware that does not support * these formats natively, the SVGA3D device will provide an emulation * which should be invisible to the guest OS. * * In general, the SVGA3D device should support any operation on * any surface format, it just may perform some of these * operations in software depending on the capabilities of the * available physical hardware. * * XXX: In the future, we will add capabilities that describe in * detail what formats are supported in hardware for what kinds * of operations. */ typedef enum { SVGA3D_DEVCAP_3D = 0, SVGA3D_DEVCAP_MAX_LIGHTS = 1, SVGA3D_DEVCAP_MAX_TEXTURES = 2, /* See note (1) */ SVGA3D_DEVCAP_MAX_CLIP_PLANES = 3, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION = 4, SVGA3D_DEVCAP_VERTEX_SHADER = 5, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION = 6, SVGA3D_DEVCAP_FRAGMENT_SHADER = 7, SVGA3D_DEVCAP_MAX_RENDER_TARGETS = 8, SVGA3D_DEVCAP_S23E8_TEXTURES = 9, SVGA3D_DEVCAP_S10E5_TEXTURES = 10, SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11, SVGA3D_DEVCAP_D16_BUFFER_FORMAT = 12, /* See note (2) */ SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT = 13, /* See note (2) */ SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT = 14, /* See note (2) */ SVGA3D_DEVCAP_QUERY_TYPES = 15, SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16, SVGA3D_DEVCAP_MAX_POINT_SIZE = 17, SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18, SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH = 19, SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT = 20, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21, SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22, SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24, SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25, SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS = 27, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30, SVGA3D_DEVCAP_TEXTURE_OPS = 31, SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32, SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33, SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34, SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35, SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36, SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37, SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40, SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42, SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43, SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44, SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45, SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46, SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47, SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48, SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49, SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50, SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51, SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52, SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53, SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54, SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55, SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56, SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57, SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58, SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59, SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60, SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63, /* * Note that MAX_SIMULTANEOUS_RENDER_TARGETS is a maximum count of color * render targets. This does no include the depth or stencil targets. */ SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS = 64, SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65, SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66, SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67, SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68, SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69, /* * Don't add new caps into the previous section; the values in this * enumeration must not change. You can put new values right before * SVGA3D_DEVCAP_MAX. */ SVGA3D_DEVCAP_MAX /* This must be the last index. */ } SVGA3dDevCapIndex; typedef union { Bool b; uint32 u; int32 i; float f; } SVGA3dDevCapResult; #endif /* _SVGA3D_REG_H_ */