xqemu/hw/xbox/nv2a/nv2a_int.h

356 lines
9.1 KiB
C

/*
* QEMU Geforce NV2A internal definitions
*
* Copyright (c) 2012 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2018 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#ifndef HW_NV2A_INT_H
#define HW_NV2A_INT_H
#include "qemu/osdep.h"
#include "hw/hw.h"
// #include "hw/i386/pc.h"
// #include "qapi/qmp/qstring.h"
// #include "qemu/thread.h"
// #include "cpu.h"
#include "lru.h"
#include "gl/gloffscreen.h"
#include "hw/xbox/nv2a/nv2a_debug.h"
#include "hw/xbox/nv2a/nv2a_shaders.h"
#include "hw/xbox/nv2a/nv2a_debug.h"
#include "hw/xbox/nv2a/nv2a_regs.h"
#define USE_TEXTURE_CACHE 1
#define GET_MASK(v, mask) (((v) & (mask)) >> ctz32(mask))
#define SET_MASK(v, mask, val) \
({ \
const unsigned int __val = (val); \
const unsigned int __mask = (mask); \
(v) &= ~(__mask); \
(v) |= ((__val) << ctz32(__mask)) & (__mask); \
})
#define CASE_4(v, step) \
case (v): \
case ((v) + (step)): \
case ((v) + (step) * 2): \
case ((v) + (step) * 3)
#define NV2A_DEVICE(obj) OBJECT_CHECK(NV2AState, (obj), "nv2a")
enum FIFOEngine {
ENGINE_SOFTWARE = 0,
ENGINE_GRAPHICS = 1,
ENGINE_DVD = 2,
};
typedef struct DMAObject {
unsigned int dma_class;
unsigned int dma_target;
hwaddr address;
hwaddr limit;
} DMAObject;
typedef struct VertexAttribute {
bool dma_select;
hwaddr offset;
/* inline arrays are packed in order?
* Need to pass the offset to converted attributes */
unsigned int inline_array_offset;
float inline_value[4];
unsigned int format;
unsigned int size; /* size of the data type */
unsigned int count; /* number of components */
uint32_t stride;
bool needs_conversion;
uint8_t *converted_buffer;
unsigned int converted_elements;
unsigned int converted_size;
unsigned int converted_count;
float *inline_buffer;
GLint gl_count;
GLenum gl_type;
GLboolean gl_normalize;
GLuint gl_converted_buffer;
GLuint gl_inline_buffer;
} VertexAttribute;
typedef struct Surface {
bool draw_dirty;
bool buffer_dirty;
bool write_enabled_cache;
unsigned int pitch;
hwaddr offset;
} Surface;
typedef struct SurfaceShape {
unsigned int z_format;
unsigned int color_format;
unsigned int zeta_format;
unsigned int log_width, log_height;
unsigned int clip_x, clip_y;
unsigned int clip_width, clip_height;
unsigned int anti_aliasing;
} SurfaceShape;
typedef struct TextureShape {
bool cubemap;
unsigned int dimensionality;
unsigned int color_format;
unsigned int levels;
unsigned int width, height, depth;
unsigned int min_mipmap_level, max_mipmap_level;
unsigned int pitch;
} TextureShape;
typedef struct TextureBinding {
GLenum gl_target;
GLuint gl_texture;
unsigned int refcnt;
} TextureBinding;
typedef struct TextureKey {
struct lru_node node;
TextureShape state;
uint8_t *texture_data;
uint8_t *palette_data;
TextureBinding *binding;
} TextureKey;
typedef struct KelvinState {
hwaddr object_instance;
} KelvinState;
typedef struct ContextSurfaces2DState {
hwaddr object_instance;
hwaddr dma_image_source;
hwaddr dma_image_dest;
unsigned int color_format;
unsigned int source_pitch, dest_pitch;
hwaddr source_offset, dest_offset;
} ContextSurfaces2DState;
typedef struct ImageBlitState {
hwaddr object_instance;
hwaddr context_surfaces;
unsigned int operation;
unsigned int in_x, in_y;
unsigned int out_x, out_y;
unsigned int width, height;
} ImageBlitState;
typedef struct PGRAPHState {
QemuMutex lock;
uint32_t pending_interrupts;
uint32_t enabled_interrupts;
QemuCond interrupt_cond;
/* subchannels state we're not sure the location of... */
ContextSurfaces2DState context_surfaces_2d;
ImageBlitState image_blit;
KelvinState kelvin;
QemuCond fifo_access_cond;
QemuCond flip_3d;
hwaddr dma_color, dma_zeta;
Surface surface_color, surface_zeta;
unsigned int surface_type;
SurfaceShape surface_shape;
SurfaceShape last_surface_shape;
hwaddr dma_a, dma_b;
struct lru texture_cache;
struct TextureKey *texture_cache_entries;
bool texture_dirty[NV2A_MAX_TEXTURES];
TextureBinding *texture_binding[NV2A_MAX_TEXTURES];
GHashTable *shader_cache;
ShaderBinding *shader_binding;
bool texture_matrix_enable[NV2A_MAX_TEXTURES];
/* FIXME: Move to NV_PGRAPH_BUMPMAT... */
float bump_env_matrix[NV2A_MAX_TEXTURES - 1][4]; /* 3 allowed stages with 2x2 matrix each */
GloContext *gl_context;
GLuint gl_framebuffer;
GLuint gl_color_buffer, gl_zeta_buffer;
hwaddr dma_state;
hwaddr dma_notifies;
hwaddr dma_semaphore;
hwaddr dma_report;
hwaddr report_offset;
bool zpass_pixel_count_enable;
unsigned int zpass_pixel_count_result;
unsigned int gl_zpass_pixel_count_query_count;
GLuint *gl_zpass_pixel_count_queries;
hwaddr dma_vertex_a, dma_vertex_b;
unsigned int primitive_mode;
bool enable_vertex_program_write;
uint32_t program_data[NV2A_MAX_TRANSFORM_PROGRAM_LENGTH][VSH_TOKEN_SIZE];
uint32_t vsh_constants[NV2A_VERTEXSHADER_CONSTANTS][4];
bool vsh_constants_dirty[NV2A_VERTEXSHADER_CONSTANTS];
/* lighting constant arrays */
uint32_t ltctxa[NV2A_LTCTXA_COUNT][4];
bool ltctxa_dirty[NV2A_LTCTXA_COUNT];
uint32_t ltctxb[NV2A_LTCTXB_COUNT][4];
bool ltctxb_dirty[NV2A_LTCTXB_COUNT];
uint32_t ltc1[NV2A_LTC1_COUNT][4];
bool ltc1_dirty[NV2A_LTC1_COUNT];
// should figure out where these are in lighting context
float light_infinite_half_vector[NV2A_MAX_LIGHTS][3];
float light_infinite_direction[NV2A_MAX_LIGHTS][3];
float light_local_position[NV2A_MAX_LIGHTS][3];
float light_local_attenuation[NV2A_MAX_LIGHTS][3];
VertexAttribute vertex_attributes[NV2A_VERTEXSHADER_ATTRIBUTES];
unsigned int inline_array_length;
uint32_t inline_array[NV2A_MAX_BATCH_LENGTH];
GLuint gl_inline_array_buffer;
unsigned int inline_elements_length;
uint32_t inline_elements[NV2A_MAX_BATCH_LENGTH];
unsigned int inline_buffer_length;
unsigned int draw_arrays_length;
unsigned int draw_arrays_max_count;
/* FIXME: Unknown size, possibly endless, 1000 will do for now */
GLint gl_draw_arrays_start[1000];
GLsizei gl_draw_arrays_count[1000];
GLuint gl_element_buffer;
GLuint gl_memory_buffer;
GLuint gl_vertex_array;
uint32_t regs[0x2000];
} PGRAPHState;
typedef struct NV2AState {
PCIDevice dev;
qemu_irq irq;
bool exiting;
VGACommonState vga;
GraphicHwOps hw_ops;
QEMUTimer *vblank_timer;
MemoryRegion *vram;
MemoryRegion vram_pci;
uint8_t *vram_ptr;
MemoryRegion ramin;
uint8_t *ramin_ptr;
MemoryRegion mmio;
MemoryRegion block_mmio[NV_NUM_BLOCKS];
struct {
uint32_t pending_interrupts;
uint32_t enabled_interrupts;
} pmc;
struct {
uint32_t pending_interrupts;
uint32_t enabled_interrupts;
uint32_t regs[0x2000];
QemuMutex lock;
QemuThread puller_thread;
QemuCond puller_cond;
QemuThread pusher_thread;
QemuCond pusher_cond;
} pfifo;
struct {
uint32_t regs[0x1000];
} pvideo;
struct {
uint32_t pending_interrupts;
uint32_t enabled_interrupts;
uint32_t numerator;
uint32_t denominator;
uint32_t alarm_time;
} ptimer;
struct {
uint32_t regs[0x1000];
} pfb;
struct PGRAPHState pgraph;
struct {
uint32_t pending_interrupts;
uint32_t enabled_interrupts;
hwaddr start;
} pcrtc;
struct {
uint32_t core_clock_coeff;
uint64_t core_clock_freq;
uint32_t memory_clock_coeff;
uint32_t video_clock_coeff;
uint32_t general_control;
uint32_t fp_vdisplay_end;
uint32_t fp_vcrtc;
uint32_t fp_vsync_end;
uint32_t fp_vvalid_end;
uint32_t fp_hdisplay_end;
uint32_t fp_hcrtc;
uint32_t fp_hvalid_end;
} pramdac;
} NV2AState;
typedef struct NV2ABlockInfo {
const char *name;
hwaddr offset;
uint64_t size;
MemoryRegionOps ops;
} NV2ABlockInfo;
static void reg_log_read(int block, hwaddr addr, uint64_t val);
static void reg_log_write(int block, hwaddr addr, uint64_t val);
#endif