2024-12-26 11:36:13 +02:00

2550 lines
107 KiB
C++

#pragma once
#include "dc_hle_types.h"
#include <cstdint>
#include <cstddef>
#include <kos/img.h>
uint32 pvrRegRead(uint32 A);
void pvrRegWrite(uint32 A, uint32 D);
void pvr_ta_data(void*, int);
/** \defgroup pvr PowerVR API
\brief Low-level PowerVR GPU Driver.
\ingroup video
*/
/* Data types ********************************************************/
/** \brief PVR texture memory pointer.
\ingroup pvr_vram
Unlike the old "TA" system, PVR pointers in the new system are actually SH-4
compatible pointers and can be used directly in place of ta_txr_map().
Not that anyone probably even remembers the old TA system anymore...
*/
typedef void *pvr_ptr_t;
/** \defgroup pvr_lists Polygon Lists
\brief Types pertaining to PVR list types: opaque, pt, tr, etc
\ingroup pvr
*/
/** \brief PVR list specification.
\ingroup pvr_lists
Each primitive in the PVR is submitted to one of the hardware primitive
lists. This type is an identifier for a list.
\see pvr_lists
*/
typedef uint32_t pvr_list_t;
/** \defgroup pvr_geometry Geometry
\brief PVR API for managing scene geometry
\ingroup pvr
*/
/** \defgroup pvr_primitives Primitives
\brief Polygon and sprite management
\ingroup pvr_geometry
*/
/** \defgroup pvr_ctx Contexts
\brief User-friendly intermittent primitive representation
\ingroup pvr_primitives
*/
/** \brief PVR polygon context.
\ingroup pvr_ctx
You should use this more human readable format for specifying your polygon
contexts, and then compile them into polygon headers when you are ready to
start using them.
This has embedded structures in it for two reasons; the first reason is to
make it easier for me to add new stuff later without breaking existing code.
The second reason is to make it more readable and usable.
Unfortunately, it seems that Doxygen chokes up a little bit on this
structure, and others like it. The documentation should still be mostly
understandable though...
\headerfile dc/pvr.h
*/
typedef struct {
int list_type; /**< \brief Primitive list
\see pvr_lists */
struct {
int alpha; /**< \brief Enable or disable alpha outside modifier
\see pvr_alpha_switch */
int shading; /**< \brief Shading type
\see pvr_shading_types */
int fog_type; /**< \brief Fog type outside modifier
\see pvr_fog_types */
int culling; /**< \brief Culling mode
\see pvr_cull_modes */
int color_clamp; /**< \brief Color clamp enable/disable outside modifier
\see pvr_colclamp_switch */
int clip_mode; /**< \brief Clipping mode
\see pvr_clip_modes */
int modifier_mode; /**< \brief Modifier mode */
int specular; /**< \brief Offset color enable/disable outside modifier
\see pvr_offset_switch */
int alpha2; /**< \brief Enable/disable alpha inside modifier
\see pvr_alpha_switch */
int fog_type2; /**< \brief Fog type inside modifier
\see pvr_fog_types */
int color_clamp2; /**< \brief Color clamp enable/disable inside modifier
\see pvr_colclamp_switch */
} gen; /**< \brief General parameters */
struct {
int src; /**< \brief Source blending mode outside modifier
\see pvr_blend_modes */
int dst; /**< \brief Dest blending mode outside modifier
\see pvr_blend_modes */
int src_enable; /**< \brief Source blending enable outside modifier
\see pvr_blend_switch */
int dst_enable; /**< \brief Dest blending enable outside modifier
\see pvr_blend_switch */
int src2; /**< \brief Source blending mode inside modifier
\see pvr_blend_modes */
int dst2; /**< \brief Dest blending mode inside modifier
\see pvr_blend_modes */
int src_enable2; /**< \brief Source blending mode inside modifier
\see pvr_blend_switch */
int dst_enable2; /**< \brief Dest blending mode inside modifier
\see pvr_blend_switch */
} blend; /**< \brief Blending parameters */
struct {
int color; /**< \brief Color format in vertex
\see pvr_color_fmts */
int uv; /**< \brief U/V data format in vertex
\see pvr_uv_fmts */
int modifier; /**< \brief Enable or disable modifier effect
\see pvr_mod_switch */
} fmt; /**< \brief Format control */
struct {
int comparison; /**< \brief Depth comparison mode
\see pvr_depth_modes */
int write; /**< \brief Enable or disable depth writes
\see pvr_depth_switch */
} depth; /**< \brief Depth comparison/write modes */
struct {
int enable; /**< \brief Enable/disable texturing
\see pvr_txr_switch */
int filter; /**< \brief Filtering mode
\see pvr_filter_modes */
int mipmap; /**< \brief Enable/disable mipmaps
\see pvr_mip_switch */
int mipmap_bias; /**< \brief Mipmap bias
\see pvr_mip_bias */
int uv_flip; /**< \brief Enable/disable U/V flipping
\see pvr_uv_flip */
int uv_clamp; /**< \brief Enable/disable U/V clamping
\see pvr_uv_clamp */
int alpha; /**< \brief Enable/disable texture alpha
\see pvr_txralpha_switch */
int env; /**< \brief Texture color contribution
\see pvr_txrenv_modes */
int width; /**< \brief Texture width (requires a power of 2) */
int height; /**< \brief Texture height (requires a power of 2) */
int format; /**< \brief Texture format
\see pvr_txr_fmts */
pvr_ptr_t base; /**< \brief Texture pointer */
} txr; /**< \brief Texturing params outside modifier */
struct {
int enable; /**< \brief Enable/disable texturing
\see pvr_txr_switch */
int filter; /**< \brief Filtering mode
\see pvr_filter_modes */
int mipmap; /**< \brief Enable/disable mipmaps
\see pvr_mip_switch */
int mipmap_bias; /**< \brief Mipmap bias
\see pvr_mip_bias */
int uv_flip; /**< \brief Enable/disable U/V flipping
\see pvr_uv_flip */
int uv_clamp; /**< \brief Enable/disable U/V clamping
\see pvr_uv_clamp */
int alpha; /**< \brief Enable/disable texture alpha
\see pvr_txralpha_switch */
int env; /**< \brief Texture color contribution
\see pvr_txrenv_modes */
int width; /**< \brief Texture width (requires a power of 2) */
int height; /**< \brief Texture height (requires a power of 2) */
int format; /**< \brief Texture format
\see pvr_txr_fmts */
pvr_ptr_t base; /**< \brief Texture pointer */
} txr2; /**< \brief Texturing params inside modifier */
} pvr_poly_cxt_t;
/** \brief PVR sprite context.
\ingroup pvr_ctx
You should use this more human readable format for specifying your sprite
contexts, and then compile them into sprite headers when you are ready to
start using them.
Unfortunately, it seems that Doxygen chokes up a little bit on this
structure, and others like it. The documentation should still be mostly
understandable though...
\headerfile dc/pvr.h
*/
typedef struct {
int list_type; /**< \brief Primitive list
\see pvr_lists */
struct {
int alpha; /**< \brief Enable or disable alpha
\see pvr_alpha_switch */
int fog_type; /**< \brief Fog type
\see pvr_fog_types */
int culling; /**< \brief Culling mode
\see pvr_cull_modes */
int color_clamp; /**< \brief Color clamp enable/disable
\see pvr_colclamp_switch */
int clip_mode; /**< \brief Clipping mode
\see pvr_clip_modes */
int specular; /**< \brief Offset color enable/disable
\see pvr_offset_switch */
} gen; /**< \brief General parameters */
struct {
int src; /**< \brief Source blending mode
\see pvr_blend_modes */
int dst; /**< \brief Dest blending mode
\see pvr_blend_modes */
int src_enable; /**< \brief Source blending enable
\see pvr_blend_switch */
int dst_enable; /**< \brief Dest blending enable
\see pvr_blend_switch */
} blend;
struct {
int comparison; /**< \brief Depth comparison mode
\see pvr_depth_modes */
int write; /**< \brief Enable or disable depth writes
\see pvr_depth_switch */
} depth; /**< \brief Depth comparison/write modes */
struct {
int enable; /**< \brief Enable/disable texturing
\see pvr_txr_switch */
int filter; /**< \brief Filtering mode
\see pvr_filter_modes */
int mipmap; /**< \brief Enable/disable mipmaps
\see pvr_mip_switch */
int mipmap_bias; /**< \brief Mipmap bias
\see pvr_mip_bias */
int uv_flip; /**< \brief Enable/disable U/V flipping
\see pvr_uv_flip */
int uv_clamp; /**< \brief Enable/disable U/V clamping
\see pvr_uv_clamp */
int alpha; /**< \brief Enable/disable texture alpha
\see pvr_txralpha_switch */
int env; /**< \brief Texture color contribution
\see pvr_txrenv_modes */
int width; /**< \brief Texture width (requires a power of 2) */
int height; /**< \brief Texture height (requires a power of 2) */
int format; /**< \brief Texture format
\see pvr_txr_fmts */
pvr_ptr_t base; /**< \brief Texture pointer */
} txr; /**< \brief Texturing params */
} pvr_sprite_cxt_t;
/* Constants for the above structure; thanks to Benoit Miller for these */
/** \defgroup pvr_lists_types Types
\brief Values of various PVR polygon list types
\ingroup pvr_lists
Each primitive submitted to the PVR must be placed in one of these lists,
depending on its characteristics.
@{
*/
#define PVR_LIST_OP_POLY 0 /**< \brief Opaque polygon list */
#define PVR_LIST_OP_MOD 1 /**< \brief Opaque modifier list */
#define PVR_LIST_TR_POLY 2 /**< \brief Translucent polygon list */
#define PVR_LIST_TR_MOD 3 /**< \brief Translucent modifier list*/
#define PVR_LIST_PT_POLY 4 /**< \brief Punch-thru polygon list */
/** @} */
/** \defgroup pvr_ctx_attrib Attributes
\brief PVR primitive context attributes
\ingroup pvr_ctx
*/
/** \defgroup pvr_shading_types Shading Modes
\brief PowerVR primitive context shading modes
\ingroup pvr_ctx_attrib
Each polygon can define how it wants to be shaded, be it with flat or
Gouraud shading using these constants in the appropriate place in its
pvr_poly_cxt_t.
@{
*/
#define PVR_SHADE_FLAT 0 /**< \brief Use flat shading */
#define PVR_SHADE_GOURAUD 1 /**< \brief Use Gouraud shading */
/** @} */
/** \defgroup pvr_ctx_depth Depth
\brief Depth attributes for PVR polygon contexts
\ingroup pvr_ctx_attrib
*/
/** \defgroup pvr_depth_modes Comparison Modes
\brief PowerVR depth comparison modes
\ingroup pvr_ctx_depth
These set the depth function used for comparisons.
@{
*/
#define PVR_DEPTHCMP_NEVER 0 /**< \brief Never pass */
#define PVR_DEPTHCMP_LESS 1 /**< \brief Less than */
#define PVR_DEPTHCMP_EQUAL 2 /**< \brief Equal to */
#define PVR_DEPTHCMP_LEQUAL 3 /**< \brief Less than or equal to */
#define PVR_DEPTHCMP_GREATER 4 /**< \brief Greater than */
#define PVR_DEPTHCMP_NOTEQUAL 5 /**< \brief Not equal to */
#define PVR_DEPTHCMP_GEQUAL 6 /**< \brief Greater than or equal to */
#define PVR_DEPTHCMP_ALWAYS 7 /**< \brief Always pass */
/** @} */
/** \defgroup pvr_cull_modes Culling Modes
\brief PowerVR primitive context culling modes
\ingroup pvr_ctx_attrib
These culling modes can be set by polygons to determine when they are
culled. They work pretty much as you'd expect them to if you've ever used
any 3D hardware before.
@{
*/
#define PVR_CULLING_NONE 0 /**< \brief Disable culling */
#define PVR_CULLING_SMALL 1 /**< \brief Cull if small */
#define PVR_CULLING_CCW 2 /**< \brief Cull if counterclockwise */
#define PVR_CULLING_CW 3 /**< \brief Cull if clockwise */
/** @} */
/** \defgroup pvr_depth_switch Write Toggle
\brief Enable or Disable Depth Writes.
\ingroup pvr_ctx_depth
@{
*/
#define PVR_DEPTHWRITE_ENABLE 0 /**< \brief Update the Z value */
#define PVR_DEPTHWRITE_DISABLE 1 /**< \brief Do not update the Z value */
/** @} */
/** \defgroup pvr_ctx_texture Texture
\brief Texture attributes for PVR polygon contexts
\ingroup pvr_ctx_attrib
*/
/** \defgroup pvr_txr_switch Toggle
\brief Enable or Disable Texturing on Polygons.
\ingroup pvr_ctx_texture
@{
*/
#define PVR_TEXTURE_DISABLE 0 /**< \brief Disable texturing */
#define PVR_TEXTURE_ENABLE 1 /**< \brief Enable texturing */
/** @} */
/** \defgroup pvr_blend Blending
\brief Blending attributes for PVR primitive contexts
\ingroup pvr_ctx_attrib
*/
/** \defgroup pvr_blend_modes Blending Modes
\brief Blending modes for PowerVR primitive contexts
\ingroup pvr_blend
These are all the blending modes that can be done with regard to alpha
blending on the PVR.
@{
*/
#define PVR_BLEND_ZERO 0 /**< \brief None of this color */
#define PVR_BLEND_ONE 1 /**< \brief All of this color */
#define PVR_BLEND_DESTCOLOR 2 /**< \brief Destination color */
#define PVR_BLEND_INVDESTCOLOR 3 /**< \brief Inverse of destination color */
#define PVR_BLEND_SRCALPHA 4 /**< \brief Blend with source alpha */
#define PVR_BLEND_INVSRCALPHA 5 /**< \brief Blend with inverse source alpha */
#define PVR_BLEND_DESTALPHA 6 /**< \brief Blend with destination alpha */
#define PVR_BLEND_INVDESTALPHA 7 /**< \brief Blend with inverse destination alpha */
/** @} */
/** \defgroup pvr_blend_switch Blending Toggle
\brief Enable or Disable Blending.
\ingroup pvr_blend
@{
*/
#define PVR_BLEND_DISABLE 0 /**< \brief Disable blending */
#define PVR_BLEND_ENABLE 1 /**< \brief Enable blending */
/** @} */
/** \defgroup pvr_fog_types Fog Modes
\brief PowerVR primitive context fog modes
\ingroup pvr_ctx_attrib
Each polygon can decide what fog type is used with regard to it using these
constants in its pvr_poly_cxt_t.
@{
*/
#define PVR_FOG_TABLE 0 /**< \brief Table fog */
#define PVR_FOG_VERTEX 1 /**< \brief Vertex fog */
#define PVR_FOG_DISABLE 2 /**< \brief Disable fog */
#define PVR_FOG_TABLE2 3 /**< \brief Table fog mode 2 */
/** @} */
/** \defgroup pvr_clip_modes Clipping Modes
\brief PowerVR primitive context clipping modes
\ingroup pvr_ctx_attrib
These control how primitives are clipped against the user clipping area.
@{
*/
#define PVR_USERCLIP_DISABLE 0 /**< \brief Disable clipping */
#define PVR_USERCLIP_INSIDE 2 /**< \brief Enable clipping inside area */
#define PVR_USERCLIP_OUTSIDE 3 /**< \brief Enable clipping outside area */
/** @} */
/** \defgroup pvr_ctx_color Color
\brief Color attributes for PowerVR primitive contexts
\ingroup pvr_ctx_attrib
*/
/** \defgroup pvr_colclamp_switch Clamping Toggle
\brief Enable or Disable Color Clamping
\ingroup pvr_ctx_color
Enabling color clamping will clamp colors between the minimum and maximum
values before any sort of fog processing.
@{
*/
#define PVR_CLRCLAMP_DISABLE 0 /**< \brief Disable color clamping */
#define PVR_CLRCLAMP_ENABLE 1 /**< \brief Enable color clamping */
/** @} */
/** \defgroup pvr_offset_switch Offset Toggle
\brief Enable or Disable Offset Color
\ingroup pvr_ctx_color
Enabling offset color calculation allows for "specular" like effects on a
per-vertex basis, by providing an additive color in the calculation of the
final pixel colors. In vertex types with a "oargb" parameter, that's what it
is for.
\note
This must be enabled for bumpmap polygons in order to allow you to
specify the parameters in the oargb field of the vertices.
@{
*/
#define PVR_SPECULAR_DISABLE 0 /**< \brief Disable offset colors */
#define PVR_SPECULAR_ENABLE 1 /**< \brief Enable offset colors */
/** @} */
/** \defgroup pvr_alpha_switch Alpha Toggle
\brief Enable or Disable Alpha Blending
\ingroup pvr_blend
This causes the alpha value in the vertex color to be paid attention to. It
really only makes sense to enable this for translucent or punch-thru polys.
@{
*/
#define PVR_ALPHA_DISABLE 0 /**< \brief Disable alpha blending */
#define PVR_ALPHA_ENABLE 1 /**< \brief Enable alpha blending */
/** @} */
/** \defgroup pvr_txralpha_switch Alpha Toggle
\brief Enable or Disable Texture Alpha Blending
\ingroup pvr_ctx_texture
This causes the alpha value in the texel color to be paid attention to. It
really only makes sense to enable this for translucent or punch-thru polys.
@{
*/
#define PVR_TXRALPHA_ENABLE 0 /**< \brief Enable alpha blending */
#define PVR_TXRALPHA_DISABLE 1 /**< \brief Disable alpha blending */
/** @} */
/** \defgroup pvr_uv_flip U/V Flip Mode
\brief Enable or disable U/V flipping on the PVR
\ingroup pvr_ctx_texture
These flags determine what happens when U/V coordinate values exceed 1.0.
In any of the flipped cases, the specified coordinate value will flip around
after 1.0, essentially mirroring the image. So, if you displayed an image
with a U coordinate of 0.0 on the left hand side and 2.0 on the right hand
side with U flipping turned on, you'd have an image that was displayed twice
as if mirrored across the middle. This mirroring behavior happens at every
unit boundary (so at 2.0 it returns to normal, at 3.0 it flips, etc).
The default case is to disable mirroring. In addition, clamping of the U/V
coordinates by PVR_UVCLAMP_U, PVR_UVCLAMP_V, or PVR_UVCLAMP_UV will disable
the mirroring behavior.
@{
*/
#define PVR_UVFLIP_NONE 0 /**< \brief No flipped coordinates */
#define PVR_UVFLIP_V 1 /**< \brief Flip V only */
#define PVR_UVFLIP_U 2 /**< \brief Flip U only */
#define PVR_UVFLIP_UV 3 /**< \brief Flip U and V */
/** @} */
/** \defgroup pvr_uv_clamp U/V Clamp Mode
\brief Enable or disable clamping of U/V on the PVR
\ingroup pvr_ctx_texture
These flags determine whether clamping will be applied to U/V coordinate
values that exceed 1.0. If enabled, these modes will explicitly override the
flip/mirroring modes (PVR_UVFLIP_U, PVR_UVFLIP_V, and PVR_UVFLIP_UV), and
will instead ensure that the coordinate(s) in question never exceed 1.0.
@{
*/
#define PVR_UVCLAMP_NONE 0 /**< \brief Disable clamping */
#define PVR_UVCLAMP_V 1 /**< \brief Clamp V only */
#define PVR_UVCLAMP_U 2 /**< \brief Clamp U only */
#define PVR_UVCLAMP_UV 3 /**< \brief Clamp U and V */
/** @} */
/** \defgroup pvr_filter_modes Sampling Modes
\brief PowerVR texture sampling modes
\ingroup pvr_ctx_texture
@{
*/
#define PVR_FILTER_NONE 0 /**< \brief No filtering (point sample) */
#define PVR_FILTER_NEAREST 0 /**< \brief No filtering (point sample) */
#define PVR_FILTER_BILINEAR 2 /**< \brief Bilinear interpolation */
#define PVR_FILTER_TRILINEAR1 4 /**< \brief Trilinear interpolation pass 1 */
#define PVR_FILTER_TRILINEAR2 6 /**< \brief Trilinear interpolation pass 2 */
/** @} */
/** \defgroup pvr_mip_bias Mipmap Bias Modes
\brief Mipmap bias modes for PowerVR primitive contexts
\ingroup pvr_ctx_texture
@{
*/
#define PVR_MIPBIAS_NORMAL PVR_MIPBIAS_1_00 /* txr_mipmap_bias */
#define PVR_MIPBIAS_0_25 1
#define PVR_MIPBIAS_0_50 2
#define PVR_MIPBIAS_0_75 3
#define PVR_MIPBIAS_1_00 4
#define PVR_MIPBIAS_1_25 5
#define PVR_MIPBIAS_1_50 6
#define PVR_MIPBIAS_1_75 7
#define PVR_MIPBIAS_2_00 8
#define PVR_MIPBIAS_2_25 9
#define PVR_MIPBIAS_2_50 10
#define PVR_MIPBIAS_2_75 11
#define PVR_MIPBIAS_3_00 12
#define PVR_MIPBIAS_3_25 13
#define PVR_MIPBIAS_3_50 14
#define PVR_MIPBIAS_3_75 15
/** @} */
/** \defgroup pvr_txrenv_modes Color Calculation Modes
\brief PowerVR texture color calculation modes
\ingroup pvr_ctx_texture
@{
*/
#define PVR_TXRENV_REPLACE 0 /**< \brief C = Ct, A = At */
#define PVR_TXRENV_MODULATE 1 /**< \brief C = Cs * Ct, A = At */
#define PVR_TXRENV_DECAL 2 /**< \brief C = (Cs * At) + (Cs * (1-At)), A = As */
#define PVR_TXRENV_MODULATEALPHA 3 /**< \brief C = Cs * Ct, A = As * At */
/** @} */
/** \defgroup pvr_mip_switch Mipmap Toggle
\brief Enable or Disable Mipmap Processing
\ingroup pvr_ctx_texture
@{
*/
#define PVR_MIPMAP_DISABLE 0 /**< \brief Disable mipmap processing */
#define PVR_MIPMAP_ENABLE 1 /**< \brief Enable mipmap processing */
/** @} */
/** \defgroup pvr_txr_fmts Formats
\brief PowerVR texture formats
\ingroup pvr_txr_mgmt
These are the texture formats that the PVR supports. Note that some of
these, you can OR together with other values.
@{
*/
#define PVR_TXRFMT_NONE 0 /**< \brief No texture */
#define PVR_TXRFMT_VQ_DISABLE (0 << 30) /**< \brief Not VQ encoded */
#define PVR_TXRFMT_VQ_ENABLE (1 << 30) /**< \brief VQ encoded */
#define PVR_TXRFMT_ARGB1555 (0 << 27) /**< \brief 16-bit ARGB1555 */
#define PVR_TXRFMT_RGB565 (1 << 27) /**< \brief 16-bit RGB565 */
#define PVR_TXRFMT_ARGB4444 (2 << 27) /**< \brief 16-bit ARGB4444 */
#define PVR_TXRFMT_YUV422 (3 << 27) /**< \brief YUV422 format */
#define PVR_TXRFMT_BUMP (4 << 27) /**< \brief Bumpmap format */
#define PVR_TXRFMT_PAL4BPP (5 << 27) /**< \brief 4BPP paletted format */
#define PVR_TXRFMT_PAL8BPP (6 << 27) /**< \brief 8BPP paletted format */
#define PVR_TXRFMT_TWIDDLED (0 << 26) /**< \brief Texture is twiddled */
#define PVR_TXRFMT_NONTWIDDLED (1 << 26) /**< \brief Texture is not twiddled */
#define PVR_TXRFMT_NOSTRIDE (0 << 25) /**< \brief Texture is not strided */
#define PVR_TXRFMT_STRIDE (1 << 25) /**< \brief Texture is strided */
/* OR one of these into your texture format if you need it. Note that
these coincide with the twiddled/stride bits, so you can't have a
non-twiddled/strided texture that's paletted! */
/** \brief 8BPP palette selector
\param x The palette index */
#define PVR_TXRFMT_8BPP_PAL(x) ((x) << 25)
/** \brief 4BPP palette selector
\param x The palette index */
#define PVR_TXRFMT_4BPP_PAL(x) ((x) << 21)
/** @} */
/** \defgroup pvr_color_fmts Vertex Formats
\brief Color formats for PowerVR vertices
\ingroup pvr_ctx_color
These control how colors are represented in polygon data.
@{
*/
#define PVR_CLRFMT_ARGBPACKED 0 /**< \brief 32-bit integer ARGB */
#define PVR_CLRFMT_4FLOATS 1 /**< \brief 4 floating point values */
#define PVR_CLRFMT_INTENSITY 2 /**< \brief Intensity color */
#define PVR_CLRFMT_INTENSITY_PREV 3 /**< \brief Use last intensity */
/** @} */
/** \defgroup pvr_uv_fmts U/V Data Format
\brief U/V data format for PVR textures
\ingroup pvr_ctx_texture
@{
*/
#define PVR_UVFMT_32BIT 0 /**< \brief 32-bit floating point U/V */
#define PVR_UVFMT_16BIT 1 /**< \brief 16-bit floating point U/V */
/** @} */
/** \defgroup pvr_ctx_modvol Modifier Volumes
\brief PowerVR modifier volume polygon context attributes
\ingroup pvr_ctx_attrib
*/
/** \defgroup pvr_mod_switch Toggle
\brief Enable or Disable Modifier Effects
\ingroup pvr_ctx_modvol
@{
*/
#define PVR_MODIFIER_DISABLE 0 /**< \brief Disable modifier effects */
#define PVR_MODIFIER_ENABLE 1 /**< \brief Enable modifier effects */
/** @} */
/** \defgroup pvr_mod_types Types
\brief Modifier volume types for PowerVR primitive contexts
\ingroup pvr_ctx_modvol
@{
*/
#define PVR_MODIFIER_CHEAP_SHADOW 0
#define PVR_MODIFIER_NORMAL 1
/** @} */
/** \defgroup pvr_mod_modes Modes
\brief Modifier volume modes for PowerVR primitive contexts
\ingroup pvr_ctx_modvol
All triangles in a single modifier volume should be of the other poly type,
except for the last one. That should be either of the other two types,
depending on whether you want an inclusion or exclusion volume.
@{
*/
#define PVR_MODIFIER_OTHER_POLY 0 /**< \brief Not the last polygon in the volume */
#define PVR_MODIFIER_INCLUDE_LAST_POLY 1 /**< \brief Last polygon, inclusion volume */
#define PVR_MODIFIER_EXCLUDE_LAST_POLY 2 /**< \brief Last polygon, exclusion volume */
/** @} */
/** \defgroup pvr_primitives_headers Headers
\brief Compiled headers for polygons and sprites
\ingroup pvr_primitives
@{
*/
/** \brief PVR polygon header.
This is the hardware equivalent of a rendering context; you'll create one of
these from your pvr_poly_cxt_t and use it for submission to the hardware.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t cmd; /**< \brief TA command */
uint32_t mode1; /**< \brief Parameter word 1 */
uint32_t mode2; /**< \brief Parameter word 2 */
uint32_t mode3; /**< \brief Parameter word 3 */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
uint32_t d3; /**< \brief Dummy value */
uint32_t d4; /**< \brief Dummy value */
} pvr_poly_hdr_t;
/** \brief PVR polygon header with intensity color.
This is the equivalent of pvr_poly_hdr_t, but for use with intensity color.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t cmd; /**< \brief TA command */
uint32_t mode1; /**< \brief Parameter word 1 */
uint32_t mode2; /**< \brief Parameter word 2 */
uint32_t mode3; /**< \brief Parameter word 3 */
float a; /**< \brief Face color alpha component */
float r; /**< \brief Face color red component */
float g; /**< \brief Face color green component */
float b; /**< \brief Face color blue component */
} pvr_poly_ic_hdr_t;
/** \brief PVR polygon header to be used with modifier volumes.
This is the equivalent of a pvr_poly_hdr_t for use when a polygon is to be
used with modifier volumes.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t cmd; /**< \brief TA command */
uint32_t mode1; /**< \brief Parameter word 1 */
uint32_t mode2_0; /**< \brief Parameter word 2 (outside volume) */
uint32_t mode3_0; /**< \brief Parameter word 3 (outside volume) */
uint32_t mode2_1; /**< \brief Parameter word 2 (inside volume) */
uint32_t mode3_1; /**< \brief Parameter word 3 (inside volume) */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
} pvr_poly_mod_hdr_t;
/** \brief PVR polygon header specifically for sprites.
This is the equivalent of a pvr_poly_hdr_t for use when a quad/sprite is to
be rendered. Note that the color data is here, not in the vertices.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t cmd; /**< \brief TA command */
uint32_t mode1; /**< \brief Parameter word 1 */
uint32_t mode2; /**< \brief Parameter word 2 */
uint32_t mode3; /**< \brief Parameter word 3 */
uint32_t argb; /**< \brief Sprite face color */
uint32_t oargb; /**< \brief Sprite offset color */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
} pvr_sprite_hdr_t;
/** \brief Modifier volume header.
This is the header that should be submitted when dealing with setting a
modifier volume.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t cmd; /**< \brief TA command */
uint32_t mode1; /**< \brief Parameter word 1 */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
uint32_t d3; /**< \brief Dummy value */
uint32_t d4; /**< \brief Dummy value */
uint32_t d5; /**< \brief Dummy value */
uint32_t d6; /**< \brief Dummy value */
} pvr_mod_hdr_t;
/** @} */
/** \defgroup pvr_vertex_types Vertices
\brief PowerVR vertex types
\ingroup pvr_geometry
@{
*/
/** \brief Generic PVR vertex type.
The PVR chip itself supports many more vertex types, but this is the main
one that can be used with both textured and non-textured polygons, and is
fairly fast.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float x; /**< \brief X coordinate */
float y; /**< \brief Y coordinate */
float z; /**< \brief Z coordinate */
float u; /**< \brief Texture U coordinate */
float v; /**< \brief Texture V coordinate */
uint32_t argb; /**< \brief Vertex color */
uint32_t oargb; /**< \brief Vertex offset color */
} pvr_vertex_t;
/** \brief PVR vertex type: Non-textured, packed color, affected by modifier
volume.
This vertex type has two copies of colors. The second color is used when
enclosed within a modifier volume.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float x; /**< \brief X coordinate */
float y; /**< \brief Y coordinate */
float z; /**< \brief Z coordinate */
uint32_t argb0; /**< \brief Vertex color (outside volume) */
uint32_t argb1; /**< \brief Vertex color (inside volume) */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
} pvr_vertex_pcm_t;
/** \brief PVR vertex type: Textured, packed color, affected by modifier volume.
Note that this vertex type has two copies of colors, offset colors, and
texture coords. The second set of texture coords, colors, and offset colors
are used when enclosed within a modifier volume.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float x; /**< \brief X coordinate */
float y; /**< \brief Y coordinate */
float z; /**< \brief Z coordinate */
float u0; /**< \brief Texture U coordinate (outside) */
float v0; /**< \brief Texture V coordinate (outside) */
uint32_t argb0; /**< \brief Vertex color (outside) */
uint32_t oargb0; /**< \brief Vertex offset color (outside) */
float u1; /**< \brief Texture U coordinate (inside) */
float v1; /**< \brief Texture V coordinate (inside) */
uint32_t argb1; /**< \brief Vertex color (inside) */
uint32_t oargb1; /**< \brief Vertex offset color (inside) */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
uint32_t d3; /**< \brief Dummy value */
uint32_t d4; /**< \brief Dummy value */
} pvr_vertex_tpcm_t;
/** \brief PVR vertex type: Textured sprite.
This vertex type is to be used with the sprite polygon header and the sprite
related commands to draw textured sprites. Note that there is no fourth Z
coordinate. I suppose it just gets interpolated?
The U/V coordinates in here are in the 16-bit per coordinate form. Also,
like the fourth Z value, there is no fourth U or V, so it must get
interpolated from the others.
\headerfile dc/pvr.h
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float ax; /**< \brief First X coordinate */
float ay; /**< \brief First Y coordinate */
float az; /**< \brief First Z coordinate */
float bx; /**< \brief Second X coordinate */
float by; /**< \brief Second Y coordinate */
float bz; /**< \brief Second Z coordinate */
float cx; /**< \brief Third X coordinate */
float cy; /**< \brief Third Y coordinate */
float cz; /**< \brief Third Z coordinate */
float dx; /**< \brief Fourth X coordinate */
float dy; /**< \brief Fourth Y coordinate */
uint32_t dummy; /**< \brief Dummy value */
uint32_t auv; /**< \brief First U/V texture coordinates */
uint32_t buv; /**< \brief Second U/V texture coordinates */
uint32_t cuv; /**< \brief Third U/V texture coordinates */
} pvr_sprite_txr_t;
/** \brief PVR vertex type: Untextured sprite.
This vertex type is to be used with the sprite polygon header and the sprite
related commands to draw untextured sprites (aka, quads).
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float ax; /**< \brief First X coordinate */
float ay; /**< \brief First Y coordinate */
float az; /**< \brief First Z coordinate */
float bx; /**< \brief Second X coordinate */
float by; /**< \brief Second Y coordinate */
float bz; /**< \brief Second Z coordinate */
float cx; /**< \brief Third X coordinate */
float cy; /**< \brief Third Y coordinate */
float cz; /**< \brief Third Z coordinate */
float dx; /**< \brief Fourth X coordinate */
float dy; /**< \brief Fourth Y coordinate */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
uint32_t d3; /**< \brief Dummy value */
uint32_t d4; /**< \brief Dummy value */
} pvr_sprite_col_t;
/** \brief PVR vertex type: Modifier volume.
This vertex type is to be used with the modifier volume header to specify
triangular modifier areas.
*/
typedef struct {
uint32_t flags; /**< \brief TA command (vertex flags) */
float ax; /**< \brief First X coordinate */
float ay; /**< \brief First Y coordinate */
float az; /**< \brief First Z coordinate */
float bx; /**< \brief Second X coordinate */
float by; /**< \brief Second Y coordinate */
float bz; /**< \brief Second Z coordinate */
float cx; /**< \brief Third X coordinate */
float cy; /**< \brief Third Y coordinate */
float cz; /**< \brief Third Z coordinate */
uint32_t d1; /**< \brief Dummy value */
uint32_t d2; /**< \brief Dummy value */
uint32_t d3; /**< \brief Dummy value */
uint32_t d4; /**< \brief Dummy value */
uint32_t d5; /**< \brief Dummy value */
uint32_t d6; /**< \brief Dummy value */
} pvr_modifier_vol_t;
/** \brief Pack four floating point color values into a 32-bit integer form.
All of the color values should be between 0 and 1.
\param a Alpha value
\param r Red value
\param g Green value
\param b Blue value
\return The packed color value
*/
#define PVR_PACK_COLOR(a, r, g, b) ( \
( ((uint8)( (a) * 255 ) ) << 24 ) | \
( ((uint8)( (r) * 255 ) ) << 16 ) | \
( ((uint8)( (g) * 255 ) ) << 8 ) | \
( ((uint8)( (b) * 255 ) ) << 0 ) )
/** \brief Pack two floating point coordinates into one 32-bit value,
truncating them to 16-bits each.
\param u First coordinate to pack
\param v Second coordinate to pack
\return The packed coordinates
*/
static inline uint32_t PVR_PACK_16BIT_UV(float u, float v) {
union {
float f;
uint32_t i;
} u2, v2;
u2.f = u;
v2.f = v;
return (u2.i & 0xFFFF0000) | (v2.i >> 16);
}
/** @} */
/** \defgroup pvr_commands TA Command Values
\brief Command values for submitting data to the TA
\ingroup pvr_primitives_headers
These are are appropriate values for TA commands. Use whatever goes with the
primitive type you're using.
@{
*/
#define PVR_CMD_POLYHDR 0x80840000 /**< \brief PVR polygon header.
Striplength set to 2 */
#define PVR_CMD_VERTEX 0xe0000000 /**< \brief PVR vertex data */
#define PVR_CMD_VERTEX_EOL 0xf0000000 /**< \brief PVR vertex, end of strip */
#define PVR_CMD_USERCLIP 0x20000000 /**< \brief PVR user clipping area */
#define PVR_CMD_MODIFIER 0x80000000 /**< \brief PVR modifier volume */
#define PVR_CMD_SPRITE 0xA0000000 /**< \brief PVR sprite header */
/** @} */
/** \defgroup pvr_bitmasks Constants and Masks
\brief Polygon header constants and masks
\ingroup pvr_primitives_headers
Note that thanks to the arrangement of constants, this is mainly a matter of
bit shifting to compile headers...
@{
*/
#define PVR_TA_CMD_TYPE_SHIFT 24
#define PVR_TA_CMD_TYPE_MASK (7 << PVR_TA_CMD_TYPE_SHIFT)
#define PVR_TA_CMD_USERCLIP_SHIFT 16
#define PVR_TA_CMD_USERCLIP_MASK (3 << PVR_TA_CMD_USERCLIP_SHIFT)
#define PVR_TA_CMD_CLRFMT_SHIFT 4
#define PVR_TA_CMD_CLRFMT_MASK (7 << PVR_TA_CMD_CLRFMT_SHIFT)
#define PVR_TA_CMD_SPECULAR_SHIFT 2
#define PVR_TA_CMD_SPECULAR_MASK (1 << PVR_TA_CMD_SPECULAR_SHIFT)
#define PVR_TA_CMD_SHADE_SHIFT 1
#define PVR_TA_CMD_SHADE_MASK (1 << PVR_TA_CMD_SHADE_SHIFT)
#define PVR_TA_CMD_UVFMT_SHIFT 0
#define PVR_TA_CMD_UVFMT_MASK (1 << PVR_TA_CMD_UVFMT_SHIFT)
#define PVR_TA_CMD_MODIFIER_SHIFT 7
#define PVR_TA_CMD_MODIFIER_MASK (1 << PVR_TA_CMD_MODIFIER_SHIFT)
#define PVR_TA_CMD_MODIFIERMODE_SHIFT 6
#define PVR_TA_CMD_MODIFIERMODE_MASK (1 << PVR_TA_CMD_MODIFIERMODE_SHIFT)
#define PVR_TA_PM1_DEPTHCMP_SHIFT 29
#define PVR_TA_PM1_DEPTHCMP_MASK (7 << PVR_TA_PM1_DEPTHCMP_SHIFT)
#define PVR_TA_PM1_CULLING_SHIFT 27
#define PVR_TA_PM1_CULLING_MASK (3 << PVR_TA_PM1_CULLING_SHIFT)
#define PVR_TA_PM1_DEPTHWRITE_SHIFT 26
#define PVR_TA_PM1_DEPTHWRITE_MASK (1 << PVR_TA_PM1_DEPTHWRITE_SHIFT)
#define PVR_TA_PM1_TXRENABLE_SHIFT 25
#define PVR_TA_PM1_TXRENABLE_MASK (1 << PVR_TA_PM1_TXRENABLE_SHIFT)
#define PVR_TA_PM1_MODIFIERINST_SHIFT 29
#define PVR_TA_PM1_MODIFIERINST_MASK (3 << PVR_TA_PM1_MODIFIERINST_SHIFT)
#define PVR_TA_PM2_SRCBLEND_SHIFT 29
#define PVR_TA_PM2_SRCBLEND_MASK (7 << PVR_TA_PM2_SRCBLEND_SHIFT)
#define PVR_TA_PM2_DSTBLEND_SHIFT 26
#define PVR_TA_PM2_DSTBLEND_MASK (7 << PVR_TA_PM2_DSTBLEND_SHIFT)
#define PVR_TA_PM2_SRCENABLE_SHIFT 25
#define PVR_TA_PM2_SRCENABLE_MASK (1 << PVR_TA_PM2_SRCENABLE_SHIFT)
#define PVR_TA_PM2_DSTENABLE_SHIFT 24
#define PVR_TA_PM2_DSTENABLE_MASK (1 << PVR_TA_PM2_DSTENABLE_SHIFT)
#define PVR_TA_PM2_FOG_SHIFT 22
#define PVR_TA_PM2_FOG_MASK (3 << PVR_TA_PM2_FOG_SHIFT)
#define PVR_TA_PM2_CLAMP_SHIFT 21
#define PVR_TA_PM2_CLAMP_MASK (1 << PVR_TA_PM2_CLAMP_SHIFT)
#define PVR_TA_PM2_ALPHA_SHIFT 20
#define PVR_TA_PM2_ALPHA_MASK (1 << PVR_TA_PM2_ALPHA_SHIFT)
#define PVR_TA_PM2_TXRALPHA_SHIFT 19
#define PVR_TA_PM2_TXRALPHA_MASK (1 << PVR_TA_PM2_TXRALPHA_SHIFT)
#define PVR_TA_PM2_UVFLIP_SHIFT 17
#define PVR_TA_PM2_UVFLIP_MASK (3 << PVR_TA_PM2_UVFLIP_SHIFT)
#define PVR_TA_PM2_UVCLAMP_SHIFT 15
#define PVR_TA_PM2_UVCLAMP_MASK (3 << PVR_TA_PM2_UVCLAMP_SHIFT)
#define PVR_TA_PM2_FILTER_SHIFT 12
#define PVR_TA_PM2_FILTER_MASK (7 << PVR_TA_PM2_FILTER_SHIFT)
#define PVR_TA_PM2_MIPBIAS_SHIFT 8
#define PVR_TA_PM2_MIPBIAS_MASK (15 << PVR_TA_PM2_MIPBIAS_SHIFT)
#define PVR_TA_PM2_TXRENV_SHIFT 6
#define PVR_TA_PM2_TXRENV_MASK (3 << PVR_TA_PM2_TXRENV_SHIFT)
#define PVR_TA_PM2_USIZE_SHIFT 3
#define PVR_TA_PM2_USIZE_MASK (7 << PVR_TA_PM2_USIZE_SHIFT)
#define PVR_TA_PM2_VSIZE_SHIFT 0
#define PVR_TA_PM2_VSIZE_MASK (7 << PVR_TA_PM2_VSIZE_SHIFT)
#define PVR_TA_PM3_MIPMAP_SHIFT 31
#define PVR_TA_PM3_MIPMAP_MASK (1 << PVR_TA_PM3_MIPMAP_SHIFT)
#define PVR_TA_PM3_TXRFMT_SHIFT 0
#define PVR_TA_PM3_TXRFMT_MASK 0xffffffff
/** @} */
/**** Register macros ***************************************************/
/** \defgroup pvr_registers Registers
\brief Direct PVR register and memory access
\ingroup pvr
@{
*/
/* We use these macros to do all PVR register access, so that it's
simple later on to hook them for debugging or whatnot. */
/** \brief Retrieve a PVR register value
\param REG The register to fetch. See \ref pvr_regs.
\return The value of that register (32-bits)
*/
#define PVR_GET(REG) pvrRegRead(REG)
/** \brief Set a PVR register value
\param REG The register to set. See \ref pvr_regs.
\param VALUE The value to set in the register (32-bits)
*/
#define PVR_SET(REG, VALUE) pvrRegWrite(REG, VALUE)
/** @} */
/** \defgroup pvr_regs Offsets
\brief PowerVR register offsets
\ingroup pvr_registers
The registers themselves; these are from Maiwe's powervr-reg.txt.
\note
2D specific registers have been excluded for now (like
vsync, hsync, v/h size, etc)
@{
*/
#define PVR_ID 0x0000 /**< \brief Chip ID */
#define PVR_REVISION 0x0004 /**< \brief Chip revision */
#define PVR_RESET 0x0008 /**< \brief Reset pins */
#define PVR_ISP_START 0x0014 /**< \brief Start the ISP/TSP */
#define PVR_UNK_0018 0x0018 /**< \brief ?? */
#define PVR_ISP_VERTBUF_ADDR 0x0020 /**< \brief Vertex buffer address for scene rendering */
#define PVR_ISP_TILEMAT_ADDR 0x002c /**< \brief Tile matrix address for scene rendering */
#define PVR_SPANSORT_CFG 0x0030 /**< \brief ?? -- write 0x101 for now */
#define PVR_BORDER_COLOR 0x0040 /**< \brief Border Color in RGB888 */
#define PVR_FB_CFG_1 0x0044 /**< \brief Framebuffer config 1 */
#define PVR_FB_CFG_2 0x0048 /**< \brief Framebuffer config 2 */
#define PVR_RENDER_MODULO 0x004c /**< \brief Render modulo */
#define PVR_FB_ADDR 0x0050 /**< \brief Framebuffer start address */
#define PVR_FB_IL_ADDR 0x0054 /**< \brief Framebuffer odd-field start address for interlace */
#define PVR_FB_SIZE 0x005c /**< \brief Framebuffer display size */
#define PVR_RENDER_ADDR 0x0060 /**< \brief Render output address */
#define PVR_RENDER_ADDR_2 0x0064 /**< \brief Output for strip-buffering */
#define PVR_PCLIP_X 0x0068 /**< \brief Horizontal clipping area */
#define PVR_PCLIP_Y 0x006c /**< \brief Vertical clipping area */
#define PVR_CHEAP_SHADOW 0x0074 /**< \brief Cheap shadow control */
#define PVR_OBJECT_CLIP 0x0078 /**< \brief Distance for polygon culling */
#define PVR_UNK_007C 0x007c /**< \brief ?? -- write 0x0027df77 for now */
#define PVR_UNK_0080 0x0080 /**< \brief ?? -- write 7 for now */
#define PVR_TEXTURE_CLIP 0x0084 /**< \brief Distance for texture clipping */
#define PVR_BGPLANE_Z 0x0088 /**< \brief Distance for background plane */
#define PVR_BGPLANE_CFG 0x008c /**< \brief Background plane config */
#define PVR_UNK_0098 0x0098 /**< \brief ?? -- write 0x00800408 for now */
#define PVR_UNK_00A0 0x00a0 /**< \brief ?? -- write 0x20 for now */
#define PVR_UNK_00A8 0x00a8 /**< \brief ?? -- write 0x15d1c951 for now */
#define PVR_FOG_TABLE_COLOR 0x00b0 /**< \brief Table fog color */
#define PVR_FOG_VERTEX_COLOR 0x00b4 /**< \brief Vertex fog color */
#define PVR_FOG_DENSITY 0x00b8 /**< \brief Fog density coefficient */
#define PVR_COLOR_CLAMP_MAX 0x00bc /**< \brief RGB Color clamp max */
#define PVR_COLOR_CLAMP_MIN 0x00c0 /**< \brief RGB Color clamp min */
#define PVR_GUN_POS 0x00c4 /**< \brief Light gun position */
#define PVR_HPOS_IRQ 0x00c8 /**< \brief Horizontal position IRQ */
#define PVR_VPOS_IRQ 0x00cc /**< \brief Vertical position IRQ */
#define PVR_IL_CFG 0x00d0 /**< \brief Interlacing config */
#define PVR_BORDER_X 0x00d4 /**< \brief Window border X position */
#define PVR_SCAN_CLK 0x00d8 /**< \brief Clock and scanline values */
#define PVR_BORDER_Y 0x00dc /**< \brief Window border Y position */
#define PVR_TEXTURE_MODULO 0x00e4 /**< \brief Output texture width modulo */
#define PVR_VIDEO_CFG 0x00e8 /**< \brief Misc video config */
#define PVR_BITMAP_X 0x00ec /**< \brief Bitmap window X position */
#define PVR_BITMAP_Y 0x00f0 /**< \brief Bitmap window Y position */
#define PVR_SCALER_CFG 0x00f4 /**< \brief Smoothing scaler */
#define PVR_PALETTE_CFG 0x0108 /**< \brief Palette format */
#define PVR_SYNC_STATUS 0x010c /**< \brief V/H blank status */
#define PVR_UNK_0110 0x0110 /**< \brief ?? -- write 0x93f39 for now */
#define PVR_UNK_0114 0x0114 /**< \brief ?? -- write 0x200000 for now */
#define PVR_UNK_0118 0x0118 /**< \brief ?? -- write 0x8040 for now */
#define PVR_TA_OPB_START 0x0124 /**< \brief Object Pointer Buffer start for TA usage */
#define PVR_TA_VERTBUF_START 0x0128 /**< \brief Vertex buffer start for TA usage */
#define PVR_TA_OPB_END 0x012c /**< \brief OPB end for TA usage */
#define PVR_TA_VERTBUF_END 0x0130 /**< \brief Vertex buffer end for TA usage */
#define PVR_TA_OPB_POS 0x0134 /**< \brief Top used memory location in OPB for TA usage */
#define PVR_TA_VERTBUF_POS 0x0138 /**< \brief Top used memory location in vertbuf for TA usage */
#define PVR_TILEMAT_CFG 0x013c /**< \brief Tile matrix size config */
#define PVR_OPB_CFG 0x0140 /**< \brief Active lists / list size */
#define PVR_TA_INIT 0x0144 /**< \brief Initialize vertex reg. params */
#define PVR_YUV_ADDR 0x0148 /**< \brief YUV conversion destination */
#define PVR_YUV_CFG 0x014c /**< \brief YUV configuration */
#define PVR_YUV_STAT 0x0150 /**< \brief The number of YUV macroblocks converted */
#define PVR_UNK_0160 0x0160 /**< \brief ?? */
#define PVR_TA_OPB_INIT 0x0164 /**< \brief Object pointer buffer position init */
#define PVR_FOG_TABLE_BASE 0x0200 /**< \brief Base of the fog table */
#define PVR_PALETTE_TABLE_BASE 0x1000 /**< \brief Base of the palette table */
/** @} */
/** \defgroup pvr_addresses Addresses and Constants
\brief Miscellaneous Addresses and Constants
\ingroup pvr_registers
Useful PVR memory locations and values.
@{
*/
#define PVR_RAM_SIZE (8*1024*1024) /**< \brief RAM size in bytes */
extern uint8_t emu_vram[PVR_RAM_SIZE];
#define PVR_TA_INPUT 0x10000000 /**< \brief TA command input (64-bit, TA) */
#define PVR_TA_YUV_CONV 0x10800000 /**< \brief YUV converter (64-bit, TA) */
#define PVR_TA_TEX_MEM 0x11000000 /**< \brief VRAM 64-bit, TA=>VRAM */
// #define PVR_TA_TEX_MEM_32 0x13000000 /**< \brief VRAM 32-bit, TA->VRAM */
// #define PVR_RAM_BASE_32_P0 0x05000000 /**< \brief VRAM 32-bit, P0 area, PVR->VRAM */
#define PVR_RAM_BASE_64_P0 ((uintptr_t)emu_vram) /**< \brief VRAM 64-bit, P0 area, PVR->VRAM */
// #define PVR_RAM_BASE 0xa5000000 /**< \brief VRAM 32-bit, P2 area, PVR->VRAM */
#define PVR_RAM_INT_BASE ((uintptr_t)emu_vram) /**< \brief VRAM 64-bit, P2 area, PVR->VRAM */
#define PVR_RAM_TOP (PVR_RAM_BASE + PVR_RAM_SIZE) /**< \brief Top of raw PVR RAM */
#define PVR_RAM_INT_TOP (PVR_RAM_INT_BASE + PVR_RAM_SIZE) /**< \brief Top of int PVR RAM */
/** @} */
/* Register content defines, as needed; these will be filled in over time
as the implementation requires them. There's too many to do otherwise. */
/** \defgroup pvr_reset_vals Reset Values
\brief Values used to reset parts of the PVR
\ingroup pvr_registers
These values are written to the PVR_RESET register in order to reset the
system or to take it out of reset.
@{
*/
#define PVR_RESET_ALL 0xffffffff /**< \brief Reset the whole PVR */
#define PVR_RESET_NONE 0x00000000 /**< \brief Cancel reset state */
#define PVR_RESET_TA 0x00000001 /**< \brief Reset only the TA */
#define PVR_RESET_ISPTSP 0x00000002 /**< \brief Reset only the ISP/TSP */
/** @} */
/** \defgroup pvr_go Init/Start Values
\brief Values to be written to registers to conform or start operations.
\ingroup pvr_registers
@{
*/
#define PVR_ISP_START_GO 0xffffffff /**< \brief Write to the PVR_ISP_START register to start rendering */
#define PVR_TA_INIT_GO 0x80000000 /**< \brief Write to the PVR_TA_INIT register to confirm settings */
/** @} */
/* Initialization ****************************************************/
/** \defgroup pvr_init Initialization
\brief Driver initialization and shutdown
\ingroup pvr
Initialization and shutdown: stuff you should only ever have to do
once in your program.
*/
/** \defgroup pvr_binsizes Primitive Bin Sizes
\brief Available sizes for primitive bins
\ingroup pvr_init
@{
*/
#define PVR_BINSIZE_0 0 /**< \brief 0-length (disables the list) */
#define PVR_BINSIZE_8 8 /**< \brief 8-word (32-byte) length */
#define PVR_BINSIZE_16 16 /**< \brief 16-word (64-byte) length */
#define PVR_BINSIZE_32 32 /**< \brief 32-word (128-byte) length */
/** @} */
/** \brief PVR initialization structure
\ingroup pvr_init
This structure defines how the PVR initializes various parts of the system,
including the primitive bin sizes, the vertex buffer size, and whether
vertex DMA will be enabled.
You essentially fill one of these in, and pass it to pvr_init().
\headerfile dc/pvr.h
*/
typedef struct {
/** \brief Bin sizes.
The bins go in the following order: opaque polygons, opaque modifiers,
translucent polygons, translucent modifiers, punch-thrus
*/
int opb_sizes[5];
/** \brief Vertex buffer size (should be a nice round number) */
int vertex_buf_size;
/** \brief Enable vertex DMA?
Set to non-zero if we want to enable vertex DMA mode. Note that if this
is set, then _all_ enabled lists need to have a vertex buffer assigned,
even if you never use that list for anything.
*/
int dma_enabled;
/** \brief Enable horizontal scaling?
Set to non-zero if horizontal scaling is to be enabled. By enabling this
setting and stretching your image to double the native screen width, you
can get horizontal full-screen anti-aliasing. */
int fsaa_enabled;
/** \brief Disable translucent polygon autosort?
Set to non-zero to disable translucent polygon autosorting. By enabling
this setting, the PVR acts more like a traditional Z-buffered system
when rendering translucent polygons, meaning you must pre-sort them
yourself if you want them to appear in the right order. */
int autosort_disabled;
/** \brief OPB Overflow Count.
Preallocates this many extra OPBs (sets of tile bins), allowing the PVR
to use the extra space when there's too much geometry in the first OPB.
Increasing this value can eliminate artifacts where pieces of geometry
flicker in and out of existence along the tile boundaries. */
int opb_overflow_count;
} pvr_init_params_t;
/** \brief Initialize the PVR chip to ready status.
\ingroup pvr_init
This function enables the specified lists and uses the specified parameters.
Note that bins and vertex buffers come from the texture memory pool, so only
allocate what you actually need. Expects that a 2D mode was initialized
already using the vid_* API.
\param params The set of parameters to initialize with
\retval 0 On success
\retval -1 If the PVR has already been initialized or the video
mode active is not suitable for 3D
*/
int pvr_init(pvr_init_params_t *params);
/** \brief Simple PVR initialization.
\ingroup pvr_init
This simpler function initializes the PVR using 16/16 for the opaque
and translucent lists' bin sizes, and 0's for everything else. It sets 512KB
of vertex buffer. This is equivalent to the old ta_init_defaults() for now.
\retval 0 On success
\retval -1 If the PVR has already been initialized or the video
mode active is not suitable for 3D
*/
int pvr_init_defaults(void);
/** \brief Shut down the PVR chip from ready status.
\ingroup pvr_init
This essentially leaves the video system in 2D mode as it was before the
init.
\retval 0 On success
\retval -1 If the PVR has not been initialized
*/
int pvr_shutdown(void);
/* Misc parameters ***************************************************/
/** \defgroup pvr_global Global State
\brief PowerVR functionality which is managed globally
\ingroup pvr
These are miscellaneous parameters you can set which affect the
rendering process.
*/
/** \brief Set the background plane color.
\ingroup pvr_global
This function sets the color of the area of the screen not covered by any
other polygons.
\param r Red component of the color to set
\param g Green component of the color to set
\param b Blue component of the color to set
*/
void pvr_set_bg_color(float r, float g, float b);
/** \brief Set cheap shadow parameters.
\ingroup pvr_global
This function sets up the PVR cheap shadow parameters for use. You can only
specify one scale value per frame, so the effect that you can get from this
is somewhat limited, but if you want simple shadows, this is the easiest way
to do it.
Polygons affected by a shadow modifier volume will effectively multiply
their final color by the scale value set here when shadows are enabled and
the polygon is inside the modifier (or outside for exclusion volumes).
\param enable Set to non-zero to enable cheap shadow mode.
\param scale_value Floating point value (between 0 and 1) representing
how colors of polygons affected by and inside the
volume will be modified by the shadow volume.
*/
void pvr_set_shadow_scale(int enable, float scale_value);
/** \brief Set Z clipping depth.
\ingroup pvr_global
This function sets the Z clipping depth. The default value for this is
0.0001.
\param zc The new value to set the z clip parameter to.
*/
void pvr_set_zclip(float zc);
/** \brief PVR Before render callback type.
\ingroup pvr_global
Functions that act as callbacks for before render hook should be of this type.
These functions will be called right before writing PVR_ISP_START_GO to PVR_ISP_START.
*/
typedef int (*pvr_before_render_hook_t)();
/** \brief Sets the callback to be called right before render is started
\ingroup pvr_global
This function sets the callback to be called right before PVR_ISP_START_GO
is written to PVR_ISP_START. This is useful for debugging and frame dumping
uses.
\param callback A function to call before the start of rendering
\returns Previously set callback, or NULL
*/
pvr_before_render_hook_t pvr_set_before_render_callback(pvr_before_render_hook_t callback);
/** \brief Retrieve the current VBlank count.
\ingroup pvr_stats
This function retrieves the number of VBlank interrupts that have occurred
since the PVR was initialized.
\return The number of VBlanks since init
*/
int pvr_get_vbl_count(void);
/** \defgroup pvr_stats Profiling
\brief Rendering stats and metrics for profiling
\ingroup pvr
*/
/** \brief PVR statistics structure.
\ingroup pvr_stats
This structure is used to hold various statistics about the operation of the
PVR since initialization.
\headerfile dc/pvr.h
*/
typedef struct pvr_stats {
uint64_t frame_last_time; /**< \brief Ready-to-Ready length for the last frame in nanoseconds */
uint64_t reg_last_time; /**< \brief Registration time for the last frame in nanoseconds */
uint64_t rnd_last_time; /**< \brief Rendering time for the last frame in nanoseconds */
uint64_t buf_last_time; /**< \brief DMA buffer file time for the last frame in nanoseconds */
size_t frame_count; /**< \brief Total number of rendered/viewed frames */
size_t vbl_count; /**< \brief VBlank count */
size_t vtx_buffer_used; /**< \brief Number of bytes used in the vertex buffer for the last frame */
size_t vtx_buffer_used_max; /**< \brief Number of bytes used in the vertex buffer for the largest frame */
float frame_rate; /**< \brief Current frame rate (per second) */
uint32_t enabled_list_mask; /**< \brief Which lists are enabled? */
/* ... more later as it's implemented ... */
} pvr_stats_t;
/** \brief Get the current statistics from the PVR.
\ingroup pvr_stats
This function fills in the pvr_stats_t structure passed in with the current
statistics of the system.
\param stat The statistics structure to fill in. Must not be
NULL
\retval 0 On success
\retval -1 If the PVR is not initialized
*/
int pvr_get_stats(pvr_stats_t *stat);
/* Palette management ************************************************/
/** \defgroup pvr_pal_mgmt Palettes
\brief Color palette management API of the PowerVR
\ingroup pvr_global
In addition to its 16-bit truecolor modes, the PVR also supports some
nice paletted modes.
\remark
These aren't useful for super high quality images most of the time,
but they can be useful for doing some interesting special effects,
like the old cheap "worm hole".
*/
/** \defgroup pvr_palfmts Formats
\brief Color palette formats of the PowerVR
\ingroup pvr_pal_mgmt
Entries in the PVR's palettes can be of any of these formats. Note that you
can only have one format active at a time.
@{
*/
#define PVR_PAL_ARGB1555 0 /**< \brief 16-bit ARGB1555 palette format */
#define PVR_PAL_RGB565 1 /**< \brief 16-bit RGB565 palette format */
#define PVR_PAL_ARGB4444 2 /**< \brief 16-bit ARGB4444 palette format */
#define PVR_PAL_ARGB8888 3 /**< \brief 32-bit ARGB8888 palette format */
/** @} */
/** \brief Set the palette format.
\ingroup pvr_pal_mgmt
This function sets the currently active palette format on the PVR. Each
entry in the palette table is 32-bits in length, regardless of what color
format is in use.
Be sure to use care when using the PVR_PAL_ARGB8888 format. Rendering speed
is greatly affected (cut about in half) if you use any filtering with
paletted textures with ARGB8888 entries in the palette.
\param fmt The format to use
\see pvr_palfmts
*/
void pvr_set_pal_format(int fmt);
/** \brief Set a palette value.
\ingroup pvr_pal_mgmt
Note that while the color format is variable, each entry is still 32-bits in
length regardless (and you only get a total of 1024 of them). If using one
of the 16-bit palette formats, only the low-order 16-bits of the entry are
valid, and the high bits should be filled in with 0.
\param idx The index to set to (0-1023)
\param value The color value to set in that palette entry
*/
static inline void pvr_set_pal_entry(uint32_t idx, uint32_t value) {
PVR_SET(PVR_PALETTE_TABLE_BASE + 4 * idx, value);
}
/* Hardware Fog parameters *******************************************/
/** \defgroup pvr_fog Fog
\brief Hardware Fog API for the PowerVR
\ingroup pvr_global
\note
Thanks to Paul Boese for figuring this stuff out
*/
/** \brief Set the table fog color.
\ingroup pvr_fog
This function sets the color of fog for table fog. 0-1 range for all colors.
\param a Alpha value of the fog
\param r Red value of the fog
\param g Green value of the fog
\param b Blue value of the fog
*/
void pvr_fog_table_color(float a, float r, float g, float b);
/** \brief Set the vertex fog color.
\ingroup pvr_fog
This function sets the fog color for vertex fog. 0-1 range for all colors.
This function is currently not implemented, as vertex fog is not supported
by KOS. Calling this function will cause an assertion failure.
\param a Alpha value of the fog
\param r Red value of the fog
\param g Green value of the fog
\param b Blue value of the fog
*/
void pvr_fog_vertex_color(float a, float r, float g, float b);
/** \brief Set the fog far depth.
\ingroup pvr_fog
This function sets the PVR_FOG_DENSITY register appropriately for the
specified value.
\param d The depth to set
*/
void pvr_fog_far_depth(float d);
/** \brief Initialize the fog table using an exp2 algorithm (like GL_EXP2).
\ingroup pvr_fog
This function will automatically set the PVR_FOG_DENSITY register to
259.999999 as a part of its processing, then set up the fog table.
\param density Fog density value
*/
void pvr_fog_table_exp2(float density);
/** \brief Initialize the fog table using an exp algorithm (like GL_EXP).
\ingroup pvr_fog
This function will automatically set the PVR_FOG_DENSITY register to
259.999999 as a part of its processing, then set up the fog table.
\param density Fog density value
*/
void pvr_fog_table_exp(float density);
/** \brief Initialize the fog table using a linear algorithm (like GL_LINEAR).
\ingroup pvr_fog
This function will set the PVR_FOG_DENSITY register to the as appropriate
for the end value, and initialize the fog table for perspectively correct
linear fog.
\param start Fog start point
\param end Fog end point
*/
void pvr_fog_table_linear(float start, float end);
/** \brief Set a custom fog table from float values
\ingroup pvr_fog
This function allows you to specify whatever values you need to for your fog
parameters. All values should be clamped between 0 and 1, and its your
responsibility to set up the PVR_FOG_DENSITY register by calling
pvr_fog_far_depth() with an appropriate value. The table passed in should
have 129 entries, where the 0th entry is farthest from the eye and the last
entry is nearest. Higher values = heavier fog.
\param tbl1 The table of fog values to set
*/
void pvr_fog_table_custom(float tbl1[]);
/* Memory management *************************************************/
/** \defgroup pvr_vram VRAM
\brief Video memory access and management
\ingroup pvr
*/
/** \defgroup pvr_mem_mgmt Allocator
\brief Memory management API for VRAM
\ingroup pvr_vram
PVR memory management in KOS uses a modified dlmalloc; see the
source file pvr_mem_core.c for more info.
*/
/** \brief Allocate a chunk of memory from texture space.
\ingroup pvr_mem_mgmt
This function acts as the memory allocator for the PVR texture RAM pool. It
acts exactly as one would expect a malloc() function to act, returning a
normal pointer that can be directly written to if one desires to do so. All
allocations will be aligned to a 32-byte boundary.
\param size The amount of memory to allocate
\return A pointer to the memory on success, NULL on error
*/
pvr_ptr_t pvr_mem_malloc(size_t size);
/** \brief Free a block of allocated memory in the PVR RAM pool.
\ingroup pvr_mem_mgmt
This function frees memory previously allocated with pvr_mem_malloc().
\param chunk The location of the start of the block to free
*/
void pvr_mem_free(pvr_ptr_t chunk);
/** \brief Return the number of bytes available still in the PVR RAM pool.
\ingroup pvr_mem_mgmt
\return The number of bytes available
*/
uint32_t pvr_mem_available(void);
/** \brief Reset the PVR RAM pool.
\ingroup pvr_mem_mgmt
This will essentially free any blocks allocated within the pool. There's
generally not many good reasons for doing this.
*/
void pvr_mem_reset(void);
/** \brief Print the list of allocated blocks in the PVR RAM pool.
\ingroup pvr_mem_mgmt
This function only works if you've enabled KM_DBG in pvr_mem.c.
*/
void pvr_mem_print_list(void);
/** \brief Print statistics about the PVR RAM pool.
\ingroup pvr_mem_mgmt
This prints out statistics like what malloc_stats() provides. Also, if
KM_DBG is enabled in pvr_mem.c, it prints the list of allocated blocks.
*/
void pvr_mem_stats(void);
/* Scene rendering ***************************************************/
/** \defgroup pvr_scene_mgmt Scene Submission
\brief PowerVR API for submitting scene geometry
\ingroup pvr
This API is used to submit triangle strips to the PVR via the TA
interface in the chip.
An important side note about the PVR is that all primitive types
must be submitted grouped together. If you have 10 polygons for each
list type, then the PVR must receive them via the TA by list type,
with a list delimiter in between.
So there are two modes you can use here. The first mode allows you to
submit data directly to the TA. Your data will be forwarded to the
chip for processing as it is fed to the PVR module. If your data
is easily sorted into the primitive types, then this is the fastest
mode for submitting data.
The second mode allows you to submit data via main-RAM vertex buffers,
which will be queued until the proper primitive type is active. In this
case, each piece of data is copied into the vertex buffer while the
wrong list is activated, and when the proper list becomes activated,
the data is all sent at once. Ideally this would be via DMA, right
now it is by store queues. This has the advantage of allowing you to
send data in any order and have the PVR functions resolve how it should
get sent to the hardware, but it is slower.
The nice thing is that any combination of these modes can be used. You
can assign a vertex buffer for any list, and it will be used to hold the
incoming vertex data until the proper list has come up. Or if the proper
list is already up, the data will be submitted directly. So if most of
your polygons are opaque, and you only have a couple of translucents,
you can set a small buffer to gather translucent data and then it will
get sent when you do a pvr_end_scene().
Thanks to Mikael Kalms for the idea for this API.
\note
Another somewhat subtle point that bears mentioning is that in the normal
case (interrupts enabled) an interrupt handler will automatically take
care of starting a frame rendering (after scene_finish()) and also
flipping pages when appropriate.
*/
/** \defgroup pvr_vertex_dma Vertex DMA
\brief Use the DMA to transfer inactive lists to the PVR
\ingroup pvr_scene_mgmt
*/
/** \brief Is vertex DMA enabled?
\ingroup pvr_vertex_dma
\return Non-zero if vertex DMA was enabled at init time
*/
int pvr_vertex_dma_enabled(void);
/** \brief Setup a vertex buffer for one of the list types.
\ingroup pvr_list_mgmt
If the specified list type already has a vertex buffer, it will be replaced
by the new one.
\note
Each buffer should actually be twice as long as what you will need to hold
two frames worth of data).
\warning
You should generally not try to do this at any time besides before a frame
is begun, or Bad Things May Happen.
\param list The primitive list to set the buffer for.
\param buffer The location of the buffer in main RAM. This must be
aligned to a 32-byte boundary.
\param len The length of the buffer. This must be a multiple of
64, and must be at least 128 (even if you're not
using the list).
\return The old buffer location (if any)
*/
void *pvr_set_vertbuf(pvr_list_t list, void *buffer, int len);
/** \brief Retrieve a pointer to the current output location in the DMA buffer
for the requested list.
\ingroup pvr_vertex_dma
Vertex DMA must globally be enabled for this to work. Data may be added to
this buffer by the user program directly; however, make sure to call
pvr_vertbuf_written() to notify the system of any such changes.
\param list The primitive list to get the buffer for.
\return The tail of that list's buffer.
*/
void *pvr_vertbuf_tail(pvr_list_t list);
/** \brief Notify the PVR system that data have been written into the output
buffer for the given list.
\ingroup pvr_vertex_dma
This should always be done after writing data directly to these buffers or
it will get overwritten by other data.
\param list The primitive list that was modified.
\param amt Number of bytes written. Must be a multiple of 32.
*/
void pvr_vertbuf_written(pvr_list_t list, uint32_t amt);
/** \brief Set the translucent polygon sort mode for the next frame.
\ingroup pvr_scene_mgmt
This function sets the translucent polygon sort mode for the next frame of
output, potentially switching between autosort and presort mode.
For most programs, you'll probably want to set this at initialization time
(with the autosort_disabled field in the pvr_init_params_t structure) and
not mess with it per-frame. It is recommended that if you do use this
function to change the mode that you should set it each frame to ensure that
the mode is set properly.
\param presort Set to 1 to set the presort mode for translucent
polygons, set to 0 to use autosort mode.
*/
void pvr_set_presort_mode(int presort);
/** \brief Begin collecting data for a frame of 3D output to the off-screen
frame buffer.
\ingroup pvr_scene_mgmt
You must call this function (or pvr_scene_begin_txr()) for ever frame of
output.
*/
void pvr_scene_begin(void);
/** \brief Begin collecting data for a frame of 3D output to the specified
texture.
\ingroup pvr_scene_mgmt
This function currently only supports outputting at the same size as the
actual screen. Thus, make sure rx and ry are at least large enough for that.
For a 640x480 output, rx will generally be 1024 on input and ry 512, as
these are the smallest values that are powers of two and will hold the full
screen sized output.
\param txr The texture to render to.
\param rx Width of the texture buffer (in pixels).
\param ry Height of the texture buffer (in pixels).
*/
void pvr_scene_begin_txr(pvr_ptr_t txr, uint32_t *rx, uint32_t *ry);
/** \defgroup pvr_list_mgmt Polygon Lists
\brief PVR API for managing list submission
\ingroup pvr_scene_mgmt
*/
/** \brief Begin collecting data for the given list type.
\ingroup pvr_list_mgmt
Lists do not have to be submitted in any particular order, but all types of
a list must be submitted at once (unless vertex DMA mode is enabled).
Note that there is no need to call this function in DMA mode unless you want
to make use of pvr_prim() for compatibility. This function will
automatically call pvr_list_finish() if a list is already opened before
opening the new list.
\param list The list to open.
\retval 0 On success.
\retval -1 If the specified list has already been closed.
*/
int pvr_list_begin(pvr_list_t list);
/** \brief End collecting data for the current list type.
\ingroup pvr_list_mgmt
Lists can never be opened again within a single frame once they have been
closed. Thus submitting a primitive that belongs in a closed list is
considered an error. Closing a list that is already closed is also an error.
Note that if you open a list but do not submit any primitives, a blank one
will be submitted to satisfy the hardware. If vertex DMA mode is enabled,
then this simply sets the current list pointer to no list, and none of the
above restrictions apply.
\retval 0 On success.
\retval -1 On error.
*/
int pvr_list_finish(void);
/** \brief Submit a primitive of the current list type.
\ingroup pvr_list_mgmt
Note that any values submitted in this fashion will go directly to the
hardware without any sort of buffering, and submitting a primitive of the
wrong type will quite likely ruin your scene. Note that this also will not
work if you haven't begun any list types (i.e., all data is queued). If DMA
is enabled, the primitive will be appended to the end of the currently
selected list's buffer.
\param data The primitive to submit.
\param size The length of the primitive, in bytes. Must be a
multiple of 32.
\retval 0 On success.
\retval -1 On error.
*/
int pvr_prim(void *data, int size);
/** \defgroup pvr_direct Direct Rendering
\brief API for using direct rendering with the PVR
\ingroup pvr_scene_mgmt
@{
*/
/** \brief Direct Rendering state variable type. */
typedef uint32_t pvr_dr_state_t;
/** \brief Initialize a state variable for Direct Rendering.
Store Queues are used.
\param vtx_buf_ptr A variable of type pvr_dr_state_t to init.
*/
void pvr_dr_init(pvr_dr_state_t *vtx_buf_ptr);
/** \brief Obtain the target address for Direct Rendering.
\param vtx_buf_ptr State variable for Direct Rendering. Should be of
type pvr_dr_state_t, and must have been initialized
previously in the scene with pvr_dr_init().
\return A write-only destination address where a primitive
should be written to get ready to submit it to the
TA in DR mode.
*/
pvr_vertex_t *pvr_dr_target(pvr_dr_state_t &state);
/** \brief Commit a primitive written into the Direct Rendering target address.
\param addr The address returned by pvr_dr_target(), after you
have written the primitive to it.
*/
void pvr_dr_commit(void* addr);
/** \brief Finish work with Direct Rendering.
Called atomatically in pvr_scene_finish().
Use it manually if you want to release Store Queues earlier.
*/
void pvr_dr_finish(void);
/** @} */
/** \brief Submit a primitive of the given list type.
\ingroup pvr_list_mgmt
Data will be queued in a vertex buffer, thus one must be available for the
list specified (will be asserted by the code).
\param list The list to submit to.
\param data The primitive to submit.
\param size The size of the primitive in bytes. This must be a
multiple of 32.
\retval 0 On success.
\retval -1 On error.
*/
int pvr_list_prim(pvr_list_t list, void *data, int size);
/** \brief Flush the buffered data of the given list type to the TA.
\ingroup pvr_list_mgmt
This function is currently not implemented, and calling it will result in an
assertion failure. It is intended to be used later in a "hybrid" mode where
both direct and DMA TA submission is possible.
\param list The list to flush.
\retval -1 On error (it is not possible to succeed).
*/
int pvr_list_flush(pvr_list_t list);
/** \brief Call this after you have finished submitting all data for a frame.
\ingroup pvr_scene_mgmt
Once this has been called, you can not submit any more data until one of the
pvr_scene_begin() or pvr_scene_begin_txr() functions is called again.
\retval 0 On success.
\retval -1 On error (no scene started).
*/
int pvr_scene_finish(void);
/** \brief Block the caller until the PVR system is ready for another frame to
be submitted.
\ingroup pvr_scene_mgmt
The PVR system allocates enough space for two frames: one in data collection
mode, and another in rendering mode. If a frame is currently rendering, and
another frame has already been closed, then the caller cannot do anything
else until the rendering frame completes. Note also that the new frame
cannot be activated except during a vertical blanking period, so this
essentially waits until a rendered frame is complete and a vertical blank
happens.
\retval 0 On success. A new scene can be started now.
\retval -1 On error. Something is probably very wrong...
*/
int pvr_wait_ready(void);
/** \brief Check if the PVR system is ready for another frame to be submitted.
\ingroup pvr_scene_mgmt
\retval 0 If the PVR is ready for a new scene. You must call
pvr_wait_ready() afterwards, before starting a new
scene.
\retval -1 If the PVR is not ready for a new scene yet.
*/
int pvr_check_ready(void);
/* Primitive handling ************************************************/
/** \defgroup pvr_primitives_compilation Compilation
\brief API for compiling primitive contexts
into headers
\ingroup pvr_ctx
*/
/** \brief Compile a polygon context into a polygon header.
\ingroup pvr_primitives_compilation
This function compiles a pvr_poly_cxt_t into the form needed by the hardware
for rendering. This is for use with normal polygon headers.
\param dst Where to store the compiled header.
\param src The context to compile.
*/
void pvr_poly_compile(pvr_poly_hdr_t *dst, pvr_poly_cxt_t *src);
/** \defgroup pvr_ctx_init Initialization
\brief Functions for initializing PVR polygon contexts
\ingroup pvr_ctx
*/
/** \brief Fill in a polygon context for non-textured polygons.
\ingroup pvr_ctx_init
This function fills in a pvr_poly_cxt_t with default parameters appropriate
for rendering a non-textured polygon in the given list.
\param dst Where to store the polygon context.
\param list The primitive list to be used.
*/
void pvr_poly_cxt_col(pvr_poly_cxt_t *dst, pvr_list_t list);
/** \brief Fill in a polygon context for a textured polygon.
\ingroup pvr_ctx_init
This function fills in a pvr_poly_cxt_t with default parameters appropriate
for rendering a textured polygon in the given list.
\param dst Where to store the polygon context.
\param list The primitive list to be used.
\param textureformat The format of the texture used.
\param tw The width of the texture, in pixels.
\param th The height of the texture, in pixels.
\param textureaddr A pointer to the texture.
\param filtering The type of filtering to use.
\see pvr_txr_fmts
\see pvr_filter_modes
*/
void pvr_poly_cxt_txr(pvr_poly_cxt_t *dst, pvr_list_t list,
int textureformat, int tw, int th, pvr_ptr_t textureaddr,
int filtering);
/** \brief Compile a sprite context into a sprite header.
\ingroup pvr_primitives_compilation
This function compiles a pvr_sprite_cxt_t into the form needed by the
hardware for rendering. This is for use with sprite headers.
\param dst Where to store the compiled header.
\param src The context to compile.
*/
void pvr_sprite_compile(pvr_sprite_hdr_t *dst,
pvr_sprite_cxt_t *src);
/** \brief Fill in a sprite context for non-textured sprites.
\ingroup pvr_ctx_init
This function fills in a pvr_sprite_cxt_t with default parameters
appropriate for rendering a non-textured sprite in the given list.
\param dst Where to store the sprite context.
\param list The primitive list to be used.
*/
void pvr_sprite_cxt_col(pvr_sprite_cxt_t *dst, pvr_list_t list);
/** \brief Fill in a sprite context for a textured sprite.
\ingroup pvr_ctx_init
This function fills in a pvr_sprite_cxt_t with default parameters
appropriate for rendering a textured sprite in the given list.
\param dst Where to store the sprite context.
\param list The primitive list to be used.
\param textureformat The format of the texture used.
\param tw The width of the texture, in pixels.
\param th The height of the texture, in pixels.
\param textureaddr A pointer to the texture.
\param filtering The type of filtering to use.
\see pvr_txr_fmts
\see pvr_filter_modes
*/
void pvr_sprite_cxt_txr(pvr_sprite_cxt_t *dst, pvr_list_t list,
int textureformat, int tw, int th, pvr_ptr_t textureaddr,
int filtering);
/** \brief Create a modifier volume header.
\ingroup pvr_primitives_compilation
This function fills in a modifier volume header with the parameters
specified. Note that unlike for polygons and sprites, there is no context
step for modifiers.
\param dst Where to store the modifier header.
\param list The primitive list to be used.
\param mode The mode for this modifier.
\param cull The culling mode to use.
\see pvr_mod_modes
\see pvr_cull_modes
*/
void pvr_mod_compile(pvr_mod_hdr_t *dst, pvr_list_t list, uint32_t mode,
uint32_t cull);
/** \brief Compile a polygon context into a polygon header that is affected by
modifier volumes.
\ingroup pvr_primitives_compilation
This function works pretty similarly to pvr_poly_compile(), but compiles
into the header type that is affected by a modifier volume. The context
should have been created with either pvr_poly_cxt_col_mod() or
pvr_poly_cxt_txr_mod().
\param dst Where to store the compiled header.
\param src The context to compile.
*/
void pvr_poly_mod_compile(pvr_poly_mod_hdr_t *dst, pvr_poly_cxt_t *src);
/** \brief Fill in a polygon context for non-textured polygons affected by a
modifier volume.
\ingroup pvr_ctx_init
This function fills in a pvr_poly_cxt_t with default parameters appropriate
for rendering a non-textured polygon in the given list that will be affected
by modifier volumes.
\param dst Where to store the polygon context.
\param list The primitive list to be used.
*/
void pvr_poly_cxt_col_mod(pvr_poly_cxt_t *dst, pvr_list_t list);
/** \brief Fill in a polygon context for a textured polygon affected by
modifier volumes.
\ingroup pvr_ctx_init
This function fills in a pvr_poly_cxt_t with default parameters appropriate
for rendering a textured polygon in the given list and being affected by
modifier volumes.
\param dst Where to store the polygon context.
\param list The primitive list to be used.
\param textureformat The format of the texture used (outside).
\param tw The width of the texture, in pixels (outside).
\param th The height of the texture, in pixels (outside).
\param textureaddr A pointer to the texture (outside).
\param filtering The type of filtering to use (outside).
\param textureformat2 The format of the texture used (inside).
\param tw2 The width of the texture, in pixels (inside).
\param th2 The height of the texture, in pixels (inside).
\param textureaddr2 A pointer to the texture (inside).
\param filtering2 The type of filtering to use (inside).
\see pvr_txr_fmts
\see pvr_filter_modes
*/
void pvr_poly_cxt_txr_mod(pvr_poly_cxt_t *dst, pvr_list_t list,
int textureformat, int tw, int th,
pvr_ptr_t textureaddr, int filtering,
int textureformat2, int tw2, int th2,
pvr_ptr_t textureaddr2, int filtering2);
/* Texture handling **************************************************/
/** \defgroup pvr_txr_mgmt Texturing
\brief API for managing PowerVR textures
\ingroup pvr
Helper functions for handling texture tasks of various kinds.
*/
/** \brief Load raw texture data from an SH-4 buffer into PVR RAM.
\ingroup pvr_txr_mgmt
This essentially just acts as a memcpy() from main RAM to PVR RAM, using
the Store Queues and 64-bit TA bus.
\param src The location in main RAM holding the texture.
\param dst The location in PVR RAM to copy to.
\param count The size of the texture in bytes (must be a multiple
of 32).
*/
void pvr_txr_load(void *src, pvr_ptr_t dst, uint32_t count);
/** \defgroup pvr_txrload_constants Flags
\brief Texture loading constants
\ingroup pvr_txr_mgmt
These are constants for the flags parameter to pvr_txr_load_ex() or
pvr_txr_load_kimg().
@{
*/
#define PVR_TXRLOAD_4BPP 0x01 /**< \brief 4BPP format */
#define PVR_TXRLOAD_8BPP 0x02 /**< \brief 8BPP format */
#define PVR_TXRLOAD_16BPP 0x03 /**< \brief 16BPP format */
#define PVR_TXRLOAD_FMT_MASK 0x0f /**< \brief Bits used for basic formats */
#define PVR_TXRLOAD_VQ_LOAD 0x10 /**< \brief Do VQ encoding (not supported yet, if ever) */
#define PVR_TXRLOAD_INVERT_Y 0x20 /**< \brief Invert the Y axis while loading */
#define PVR_TXRLOAD_FMT_VQ 0x40 /**< \brief Texture is already VQ encoded */
#define PVR_TXRLOAD_FMT_TWIDDLED 0x80 /**< \brief Texture is already twiddled */
#define PVR_TXRLOAD_FMT_NOTWIDDLE 0x80 /**< \brief Don't twiddle the texture while loading */
#define PVR_TXRLOAD_DMA 0x8000 /**< \brief Use DMA to load the texture */
#define PVR_TXRLOAD_NONBLOCK 0x4000 /**< \brief Use non-blocking loads (only for DMA) */
#define PVR_TXRLOAD_SQ 0x2000 /**< \brief Use Store Queues to load */
/** @} */
/** \brief Load texture data from an SH-4 buffer into PVR RAM, twiddling it in
the process.
\ingroup pvr_txr_mgmt
This function loads a texture to the PVR's RAM with the specified set of
flags. It will currently always twiddle the data, whether you ask it to or
not, and many of the parameters are just plain not supported at all...
Pretty much the only supported flag, other than the format ones is the
PVR_TXRLOAD_INVERT_Y one.
This will be slower than using pvr_txr_load() in pretty much all cases, so
unless you need to twiddle your texture, just use that instead.
\param src The location to copy from.
\param dst The location to copy to.
\param w The width of the texture, in pixels.
\param h The height of the texture, in pixels.
\param flags Some set of flags, ORed together.
\see pvr_txrload_constants
*/
void pvr_txr_load_ex(void *src, pvr_ptr_t dst, uint32_t w, uint32_t h, uint32_t flags);
/** \brief Load a KOS Platform Independent Image (subject to constraint
checking).
\ingroup pvr_txr_mgmt
This function loads a KOS Platform Independent image to the PVR's RAM with
the specified set of flags. This function, unlike pvr_txr_load_ex() supports
everything in the flags available, other than what's explicitly marked as
not supported.
\param img The image to load.
\param dst The location to copy to.
\param flags Some set of flags, ORed together.
\see pvr_txrload_constants
\note Unless you explicitly tell this function to not
twiddle the texture (by ORing
\ref PVR_TXRLOAD_FMT_NOTWIDDLE or it's equivalent
\ref PVR_TXRLOAD_FMT_TWIDDLED with flags), this
function will twiddle the texture while loading.
Keep that in mind when setting the texture format in
polygon headers later.
\note You cannot specify both
\ref PVR_TXRLOAD_FMT_NOTWIDDLE (or equivalently
\ref PVR_TXRLOAD_FMT_TWIDDLED) and
\ref PVR_TXRLOAD_INVERT_Y in the flags.
\note DMA and Store Queue based loading is not available
from this function if it twiddles the texture while
loading.
*/
void pvr_txr_load_kimg(kos_img_t *img, pvr_ptr_t dst, uint32_t flags);
/* PVR DMA ***********************************************************/
/** \defgroup pvr_dma DMA
\brief PowerVR DMA driver
\ingroup pvr
*/
/** \brief PVR DMA interrupt callback type.
\ingroup pvr_dma
Functions that act as callbacks when DMA completes should be of this type.
These functions will be called inside an interrupt context, so don't try to
use anything that might stall.
\param data User data passed in to the pvr_dma_transfer()
function.
*/
typedef void (*pvr_dma_callback_t)(void *data);
/** \brief Perform a DMA transfer to the PVR RAM over 64-bit TA bus.
\ingroup pvr_dma
This function copies a block of data to the PVR or its memory via DMA. There
are all kinds of constraints that must be fulfilled to actually do this, so
make sure to read all the fine print with the parameter list.
If a callback is specified, it will be called in an interrupt context, so
keep that in mind in writing the callback.
\param src Where to copy from. Must be 32-byte aligned.
\param dest Where to copy to. Must be 32-byte aligned.
\param count The number of bytes to copy. Must be a multiple of
32.
\param type The type of DMA transfer to do (see list of modes).
\param block Non-zero if you want the function to block until the
DMA completes.
\param callback A function to call upon completion of the DMA.
\param cbdata Data to pass to the callback function.
\retval 0 On success.
\retval -1 On failure. Sets errno as appropriate.
\par Error Conditions:
\em EINPROGRESS - DMA already in progress \n
\em EFAULT - dest is not 32-byte aligned \n
\em EIO - I/O error
\see pvr_dma_modes
*/
int pvr_dma_transfer(void *src, uintptr_t dest, size_t count, int type,
int block, pvr_dma_callback_t callback, void *cbdata);
/** \defgroup pvr_dma_modes Transfer Modes
\brief Transfer modes with TA/PVR DMA and Store Queues
\ingroup pvr_dma
@{
*/
#define PVR_DMA_VRAM64 0 /**< \brief Transfer to VRAM using TA bus */
#define PVR_DMA_VRAM32 1 /**< \brief Transfer to VRAM using TA bus */
#define PVR_DMA_TA 2 /**< \brief Transfer to the tile accelerator */
#define PVR_DMA_YUV 3 /**< \brief Transfer to the YUV converter (TA) */
#define PVR_DMA_VRAM32_SB 4 /**< \brief Transfer to/from VRAM using PVR i/f */
#define PVR_DMA_VRAM64_SB 5 /**< \brief Transfer to/from VRAM using PVR i/f */
/** @} */
/** \brief Load a texture using TA DMA.
\ingroup pvr_dma
This is essentially a convenience wrapper for pvr_dma_transfer(), so all
notes that apply to it also apply here.
\param src Where to copy from. Must be 32-byte aligned.
\param dest Where to copy to. Must be 32-byte aligned.
\param count The number of bytes to copy. Must be a multiple of
32.
\param block Non-zero if you want the function to block until the
DMA completes.
\param callback A function to call upon completion of the DMA.
\param cbdata Data to pass to the callback function.
\retval 0 On success.
\retval -1 On failure. Sets errno as appropriate.
\par Error Conditions:
\em EINPROGRESS - DMA already in progress \n
\em EFAULT - dest is not 32-byte aligned \n
\em EIO - I/O error
*/
int pvr_txr_load_dma(void *src, pvr_ptr_t dest, size_t count, int block,
pvr_dma_callback_t callback, void *cbdata);
/** \brief Load vertex data to the TA using TA DMA.
\ingroup pvr_dma
This is essentially a convenience wrapper for pvr_dma_transfer(), so all
notes that apply to it also apply here.
\param src Where to copy from. Must be 32-byte aligned.
\param count The number of bytes to copy. Must be a multiple of
32.
\param block Non-zero if you want the function to block until the
DMA completes.
\param callback A function to call upon completion of the DMA.
\param cbdata Data to pass to the callback function.
\retval 0 On success.
\retval -1 On failure. Sets errno as appropriate.
\par Error Conditions:
\em EINPROGRESS - DMA already in progress \n
\em EFAULT - dest is not 32-byte aligned \n
\em EIO - I/O error
*/
int pvr_dma_load_ta(void *src, size_t count, int block,
pvr_dma_callback_t callback, void *cbdata);
/** \brief Load yuv data to the YUV converter using TA DMA.
\ingroup pvr_dma
This is essentially a convenience wrapper for pvr_dma_transfer(), so all
notes that apply to it also apply here.
\param src Where to copy from. Must be 32-byte aligned.
\param count The number of bytes to copy. Must be a multiple of
32.
\param block Non-zero if you want the function to block until the
DMA completes.
\param callback A function to call upon completion of the DMA.
\param cbdata Data to pass to the callback function.
\retval 0 On success.
\retval -1 On failure. Sets errno as appropriate.
\par Error Conditions:
\em EINPROGRESS - DMA already in progress \n
\em EFAULT - dest is not 32-byte aligned \n
\em EIO - I/O error
*/
int pvr_dma_yuv_conv(void *src, size_t count, int block,
pvr_dma_callback_t callback, void *cbdata);
/** \brief Is PVR DMA is inactive?
\ingroup pvr_dma
\return Non-zero if there is no PVR DMA active, thus a DMA
can begin or 0 if there is an active DMA.
*/
int pvr_dma_ready(void);
/** \brief Initialize TA/PVR DMA.
\ingroup pvr_dma
*/
void pvr_dma_init(void);
/** \brief Shut down TA/PVR DMA.
\ingroup pvr_dma
*/
void pvr_dma_shutdown(void);
/** \brief Copy a block of memory to VRAM
\ingroup store_queues
This function is similar to sq_cpy(), but it has been
optimized for writing to a destination residing within VRAM.
\warning
This function cannot be used at the same time as a PVR DMA transfer.
The dest pointer must be at least 32-byte aligned and reside
in video memory, the src pointer must be at least 8-byte aligned,
and n must be a multiple of 32.
\param dest The address to copy to (32-byte aligned).
\param src The address to copy from (32-bit (8-byte) aligned).
\param n The number of bytes to copy (multiple of 32).
\param type The type of SQ/DMA transfer to do (see list of modes).
\return The original value of dest.
\sa pvr_sq_set32()
*/
void *pvr_sq_load(void *dest, const void *src, size_t n, int type);
/** \brief Set a block of PVR memory to a 16-bit value.
\ingroup store_queues
This function is similar to sq_set16(), but it has been
optimized for writing to a destination residing within VRAM.
\warning
This function cannot be used at the same time as a PVR DMA transfer.
The dest pointer must be at least 32-byte aligned and reside in video
memory, n must be a multiple of 32 and only the low 16-bits are used
from c.
\param dest The address to begin setting at (32-byte aligned).
\param c The value to set (in the low 16-bits).
\param n The number of bytes to set (multiple of 32).
\param type The type of SQ/DMA transfer to do (see list of modes).
\return The original value of dest.
\sa pvr_sq_set32()
*/
void *pvr_sq_set16(void *dest, uint32_t c, size_t n, int type);
/** \brief Set a block of PVR memory to a 32-bit value.
\ingroup store_queues
This function is similar to sq_set32(), but it has been
optimized for writing to a destination residing within VRAM.
\warning
This function cannot be used at the same time as a PVR DMA transfer.
The dest pointer must be at least 32-byte aligned and reside in video
memory, n must be a multiple of 32.
\param dest The address to begin setting at (32-byte aligned).
\param c The value to set.
\param n The number of bytes to set (multiple of 32).
\param type The type of SQ/DMA transfer to do (see list of modes).
\return The original value of dest.
\sa pvr_sq_set16
*/
void *pvr_sq_set32(void *dest, uint32_t c, size_t n, int type);
/*********************************************************************/
#include "../pvr_internal.h"