linux/drivers/gpu/drm/vmwgfx/svga3d_reg.h

1794 lines
61 KiB
C

/**********************************************************
* 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_ */