added cmd struct for the textured_triange cmd. Check it out.. 8-)
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10512 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -52,8 +52,7 @@ typedef struct {
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uint16 Nop; /* little endian (FIFO internal register) */
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uint32 reserved01[0x00fa];
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uint32 Color1A; /* b0-31 is color */
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struct
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{
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struct {
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uint32 LeftTop; /* b0-15 is top, b16-31 is left */
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uint32 WidthHeight; /* b0-15 is height, b16-31 is width */
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} UnclippedRectangle[0x40]; /* command can handle upto 64 unclipped rects */
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@@ -108,6 +107,35 @@ typedef struct {
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} cmd_nv3_gdi_rectangle_text;
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typedef struct {
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uint32 reserved00[0x0004];
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uint16 FifoFree; /* little endian (FIFO internal register) */
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uint16 Nop; /* little endian (FIFO internal register) */
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uint32 reserved01[0x00bb];
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uint32 Colorkey; /* texture colorkey */
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uint32 Offset; /* texture offset */
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uint32 Format; /* texture colorspace, size, and a lot more */
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uint32 Filter; /* texture filtering modes (used for scaling) */
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uint32 Blend; /* triangle blend: shade, perspective, specular.. */
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uint32 Control; /* triangle control: Z-enable, culling, dither.. */
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uint32 FogColor; /* fog colorvalue */
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uint32 reserved02[0x0039];
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struct {
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uint32 ScreenX; /* X */
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uint32 ScreenY; /* Y */
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uint32 ScreenZ; /* depth */
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uint32 RWH; /* eyeM */
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uint32 Color; /* b24-31 Alpha, b16-23 Red, b8-15 Green, b0-7 Blue */
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uint32 Specular; /* b24-31 Fog, b16-23 Red, b8-15 Green, b0-7 Blue */
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uint32 TU; /* texture S */
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uint32 TV; /* texture T */
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} TLVertex[0x10]; /* command can handle upto 16 textured, lit(?) vertexes */
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uint32 TLVDrawPrim[0x40]; /* b20-31 is I5, b16-19 is I4, b12-15 is I3,
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* b8-11 is I2, 4-7 is I1, b0-3 is I0:
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* Ix is a TLVertex[Ix].
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* So: define your vertexes, and then program
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* TLVDrawPrim with the order to draw them.
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* You can draw primitives consisting of upto 6 out of
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* 16 defined vertexes this way. */
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} cmd_nv_dx5_texture_triangle;
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#endif
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