1 /**********************************************************
2 * Copyright 1998-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
29 * SVGA 3D hardware definitions
32 #ifndef _SVGA3D_REG_H_
33 #define _SVGA3D_REG_H_
41 * The hardware version is stored in the SVGA_FIFO_3D_HWVERSION fifo
42 * register. Is set by the host and read by the guest. This lets
43 * us make new guest drivers which are backwards-compatible with old
44 * SVGA hardware revisions. It does not let us support old guest
45 * drivers. Good enough for now.
49 #define SVGA3D_MAKE_HWVERSION(major, minor) (((major) << 16) | ((minor) & 0xFF))
50 #define SVGA3D_MAJOR_HWVERSION(version) ((version) >> 16)
51 #define SVGA3D_MINOR_HWVERSION(version) ((version) & 0xFF)
54 SVGA3D_HWVERSION_WS5_RC1
= SVGA3D_MAKE_HWVERSION(0, 1),
55 SVGA3D_HWVERSION_WS5_RC2
= SVGA3D_MAKE_HWVERSION(0, 2),
56 SVGA3D_HWVERSION_WS51_RC1
= SVGA3D_MAKE_HWVERSION(0, 3),
57 SVGA3D_HWVERSION_WS6_B1
= SVGA3D_MAKE_HWVERSION(1, 1),
58 SVGA3D_HWVERSION_FUSION_11
= SVGA3D_MAKE_HWVERSION(1, 4),
59 SVGA3D_HWVERSION_WS65_B1
= SVGA3D_MAKE_HWVERSION(2, 0),
60 SVGA3D_HWVERSION_WS8_B1
= SVGA3D_MAKE_HWVERSION(2, 1),
61 SVGA3D_HWVERSION_CURRENT
= SVGA3D_HWVERSION_WS8_B1
,
62 } SVGA3dHardwareVersion
;
68 typedef uint32 SVGA3dBool
; /* 32-bit Bool definition */
69 #define SVGA3D_NUM_CLIPPLANES 6
70 #define SVGA3D_MAX_SIMULTANEOUS_RENDER_TARGETS 8
71 #define SVGA3D_MAX_CONTEXT_IDS 256
72 #define SVGA3D_MAX_SURFACE_IDS (32 * 1024)
77 * If you modify this list, be sure to keep GLUtil.c in sync. It
78 * includes the internal format definition of each surface in
79 * GLUtil_ConvertSurfaceFormat, and it contains a table of
80 * human-readable names in GLUtil_GetFormatName.
83 typedef enum SVGA3dSurfaceFormat
{
84 SVGA3D_FORMAT_INVALID
= 0,
99 SVGA3D_LUMINANCE8
= 11,
100 SVGA3D_LUMINANCE4_ALPHA4
= 12,
101 SVGA3D_LUMINANCE16
= 13,
102 SVGA3D_LUMINANCE8_ALPHA8
= 14,
110 SVGA3D_BUMPU8V8
= 20,
111 SVGA3D_BUMPL6V5U5
= 21,
112 SVGA3D_BUMPX8L8V8U8
= 22,
113 SVGA3D_BUMPL8V8U8
= 23,
115 SVGA3D_ARGB_S10E5
= 24, /* 16-bit floating-point ARGB */
116 SVGA3D_ARGB_S23E8
= 25, /* 32-bit floating-point ARGB */
118 SVGA3D_A2R10G10B10
= 26,
122 SVGA3D_Q8W8V8U8
= 28,
126 SVGA3D_X8L8V8U8
= 30,
127 SVGA3D_A2W10V10U10
= 31,
131 /* Single- and dual-component floating point formats */
134 SVGA3D_RG_S10E5
= 35,
135 SVGA3D_RG_S23E8
= 36,
138 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
139 * the most efficient format to use when creating new surfaces
140 * expressly for index or vertex data.
150 SVGA3D_A16B16G16R16
= 41,
152 /* Packed Video formats */
156 /* Planar video formats */
159 /* Video format with alpha */
162 SVGA3D_BC4_UNORM
= 108,
163 SVGA3D_BC5_UNORM
= 111,
165 /* Advanced D3D9 depth formats. */
168 SVGA3D_Z_D24S8_INT
= 120,
171 } SVGA3dSurfaceFormat
;
173 typedef uint32 SVGA3dColor
; /* a, r, g, b */
176 * These match the D3DFORMAT_OP definitions used by Direct3D. We need
177 * them so that we can query the host for what the supported surface
178 * operations are (when we're using the D3D backend, in particular),
179 * and so we can send those operations to the guest.
182 SVGA3DFORMAT_OP_TEXTURE
= 0x00000001,
183 SVGA3DFORMAT_OP_VOLUMETEXTURE
= 0x00000002,
184 SVGA3DFORMAT_OP_CUBETEXTURE
= 0x00000004,
185 SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
= 0x00000008,
186 SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
= 0x00000010,
187 SVGA3DFORMAT_OP_ZSTENCIL
= 0x00000040,
188 SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
= 0x00000080,
191 * This format can be used as a render target if the current display mode
192 * is the same depth if the alpha channel is ignored. e.g. if the device
193 * can render to A8R8G8B8 when the display mode is X8R8G8B8, then the
194 * format op list entry for A8R8G8B8 should have this cap.
196 SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET
= 0x00000100,
199 * This format contains DirectDraw support (including Flip). This flag
200 * should not to be set on alpha formats.
202 SVGA3DFORMAT_OP_DISPLAYMODE
= 0x00000400,
205 * The rasterizer can support some level of Direct3D support in this format
206 * and implies that the driver can create a Context in this mode (for some
207 * render target format). When this flag is set, the SVGA3DFORMAT_OP_DISPLAYMODE
208 * flag must also be set.
210 SVGA3DFORMAT_OP_3DACCELERATION
= 0x00000800,
213 * This is set for a private format when the driver has put the bpp in
216 SVGA3DFORMAT_OP_PIXELSIZE
= 0x00001000,
219 * Indicates that this format can be converted to any RGB format for which
220 * SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB is specified
222 SVGA3DFORMAT_OP_CONVERT_TO_ARGB
= 0x00002000,
225 * Indicates that this format can be used to create offscreen plain surfaces.
227 SVGA3DFORMAT_OP_OFFSCREENPLAIN
= 0x00004000,
230 * Indicated that this format can be read as an SRGB texture (meaning that the
231 * sampler will linearize the looked up data)
233 SVGA3DFORMAT_OP_SRGBREAD
= 0x00008000,
236 * Indicates that this format can be used in the bumpmap instructions
238 SVGA3DFORMAT_OP_BUMPMAP
= 0x00010000,
241 * Indicates that this format can be sampled by the displacement map sampler
243 SVGA3DFORMAT_OP_DMAP
= 0x00020000,
246 * Indicates that this format cannot be used with texture filtering
248 SVGA3DFORMAT_OP_NOFILTER
= 0x00040000,
251 * Indicates that format conversions are supported to this RGB format if
252 * SVGA3DFORMAT_OP_CONVERT_TO_ARGB is specified in the source format.
254 SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
= 0x00080000,
257 * Indicated that this format can be written as an SRGB target (meaning that the
258 * pixel pipe will DE-linearize data on output to format)
260 SVGA3DFORMAT_OP_SRGBWRITE
= 0x00100000,
263 * Indicates that this format cannot be used with alpha blending
265 SVGA3DFORMAT_OP_NOALPHABLEND
= 0x00200000,
268 * Indicates that the device can auto-generated sublevels for resources
271 SVGA3DFORMAT_OP_AUTOGENMIPMAP
= 0x00400000,
274 * Indicates that this format can be used by vertex texture sampler
276 SVGA3DFORMAT_OP_VERTEXTEXTURE
= 0x00800000,
279 * Indicates that this format supports neither texture coordinate wrap
280 * modes, nor mipmapping
282 SVGA3DFORMAT_OP_NOTEXCOORDWRAPNORMIP
= 0x01000000
286 * This structure is a conversion of SVGA3DFORMAT_OP_*.
287 * Entries must be located at the same position.
293 uint32 volumeTexture
: 1;
294 uint32 cubeTexture
: 1;
295 uint32 offscreenRenderTarget
: 1;
296 uint32 sameFormatRenderTarget
: 1;
299 uint32 zStencilArbitraryDepth
: 1;
300 uint32 sameFormatUpToAlpha
: 1;
302 uint32 displayMode
: 1;
303 uint32 acceleration3d
: 1;
304 uint32 pixelSize
: 1;
305 uint32 convertToARGB
: 1;
306 uint32 offscreenPlain
: 1;
311 uint32 memberOfGroupARGB
: 1;
312 uint32 sRGBWrite
: 1;
313 uint32 noAlphaBlend
: 1;
314 uint32 autoGenMipMap
: 1;
315 uint32 vertexTexture
: 1;
316 uint32 noTexCoordWrapNorMip
: 1;
318 } SVGA3dSurfaceFormatCaps
;
321 * SVGA_3D_CMD_SETRENDERSTATE Types. All value types
322 * must fit in a uint32.
326 SVGA3D_RS_INVALID
= 0,
327 SVGA3D_RS_ZENABLE
= 1, /* SVGA3dBool */
328 SVGA3D_RS_ZWRITEENABLE
= 2, /* SVGA3dBool */
329 SVGA3D_RS_ALPHATESTENABLE
= 3, /* SVGA3dBool */
330 SVGA3D_RS_DITHERENABLE
= 4, /* SVGA3dBool */
331 SVGA3D_RS_BLENDENABLE
= 5, /* SVGA3dBool */
332 SVGA3D_RS_FOGENABLE
= 6, /* SVGA3dBool */
333 SVGA3D_RS_SPECULARENABLE
= 7, /* SVGA3dBool */
334 SVGA3D_RS_STENCILENABLE
= 8, /* SVGA3dBool */
335 SVGA3D_RS_LIGHTINGENABLE
= 9, /* SVGA3dBool */
336 SVGA3D_RS_NORMALIZENORMALS
= 10, /* SVGA3dBool */
337 SVGA3D_RS_POINTSPRITEENABLE
= 11, /* SVGA3dBool */
338 SVGA3D_RS_POINTSCALEENABLE
= 12, /* SVGA3dBool */
339 SVGA3D_RS_STENCILREF
= 13, /* uint32 */
340 SVGA3D_RS_STENCILMASK
= 14, /* uint32 */
341 SVGA3D_RS_STENCILWRITEMASK
= 15, /* uint32 */
342 SVGA3D_RS_FOGSTART
= 16, /* float */
343 SVGA3D_RS_FOGEND
= 17, /* float */
344 SVGA3D_RS_FOGDENSITY
= 18, /* float */
345 SVGA3D_RS_POINTSIZE
= 19, /* float */
346 SVGA3D_RS_POINTSIZEMIN
= 20, /* float */
347 SVGA3D_RS_POINTSIZEMAX
= 21, /* float */
348 SVGA3D_RS_POINTSCALE_A
= 22, /* float */
349 SVGA3D_RS_POINTSCALE_B
= 23, /* float */
350 SVGA3D_RS_POINTSCALE_C
= 24, /* float */
351 SVGA3D_RS_FOGCOLOR
= 25, /* SVGA3dColor */
352 SVGA3D_RS_AMBIENT
= 26, /* SVGA3dColor */
353 SVGA3D_RS_CLIPPLANEENABLE
= 27, /* SVGA3dClipPlanes */
354 SVGA3D_RS_FOGMODE
= 28, /* SVGA3dFogMode */
355 SVGA3D_RS_FILLMODE
= 29, /* SVGA3dFillMode */
356 SVGA3D_RS_SHADEMODE
= 30, /* SVGA3dShadeMode */
357 SVGA3D_RS_LINEPATTERN
= 31, /* SVGA3dLinePattern */
358 SVGA3D_RS_SRCBLEND
= 32, /* SVGA3dBlendOp */
359 SVGA3D_RS_DSTBLEND
= 33, /* SVGA3dBlendOp */
360 SVGA3D_RS_BLENDEQUATION
= 34, /* SVGA3dBlendEquation */
361 SVGA3D_RS_CULLMODE
= 35, /* SVGA3dFace */
362 SVGA3D_RS_ZFUNC
= 36, /* SVGA3dCmpFunc */
363 SVGA3D_RS_ALPHAFUNC
= 37, /* SVGA3dCmpFunc */
364 SVGA3D_RS_STENCILFUNC
= 38, /* SVGA3dCmpFunc */
365 SVGA3D_RS_STENCILFAIL
= 39, /* SVGA3dStencilOp */
366 SVGA3D_RS_STENCILZFAIL
= 40, /* SVGA3dStencilOp */
367 SVGA3D_RS_STENCILPASS
= 41, /* SVGA3dStencilOp */
368 SVGA3D_RS_ALPHAREF
= 42, /* float (0.0 .. 1.0) */
369 SVGA3D_RS_FRONTWINDING
= 43, /* SVGA3dFrontWinding */
370 SVGA3D_RS_COORDINATETYPE
= 44, /* SVGA3dCoordinateType */
371 SVGA3D_RS_ZBIAS
= 45, /* float */
372 SVGA3D_RS_RANGEFOGENABLE
= 46, /* SVGA3dBool */
373 SVGA3D_RS_COLORWRITEENABLE
= 47, /* SVGA3dColorMask */
374 SVGA3D_RS_VERTEXMATERIALENABLE
= 48, /* SVGA3dBool */
375 SVGA3D_RS_DIFFUSEMATERIALSOURCE
= 49, /* SVGA3dVertexMaterial */
376 SVGA3D_RS_SPECULARMATERIALSOURCE
= 50, /* SVGA3dVertexMaterial */
377 SVGA3D_RS_AMBIENTMATERIALSOURCE
= 51, /* SVGA3dVertexMaterial */
378 SVGA3D_RS_EMISSIVEMATERIALSOURCE
= 52, /* SVGA3dVertexMaterial */
379 SVGA3D_RS_TEXTUREFACTOR
= 53, /* SVGA3dColor */
380 SVGA3D_RS_LOCALVIEWER
= 54, /* SVGA3dBool */
381 SVGA3D_RS_SCISSORTESTENABLE
= 55, /* SVGA3dBool */
382 SVGA3D_RS_BLENDCOLOR
= 56, /* SVGA3dColor */
383 SVGA3D_RS_STENCILENABLE2SIDED
= 57, /* SVGA3dBool */
384 SVGA3D_RS_CCWSTENCILFUNC
= 58, /* SVGA3dCmpFunc */
385 SVGA3D_RS_CCWSTENCILFAIL
= 59, /* SVGA3dStencilOp */
386 SVGA3D_RS_CCWSTENCILZFAIL
= 60, /* SVGA3dStencilOp */
387 SVGA3D_RS_CCWSTENCILPASS
= 61, /* SVGA3dStencilOp */
388 SVGA3D_RS_VERTEXBLEND
= 62, /* SVGA3dVertexBlendFlags */
389 SVGA3D_RS_SLOPESCALEDEPTHBIAS
= 63, /* float */
390 SVGA3D_RS_DEPTHBIAS
= 64, /* float */
396 * Output gamma effects the gamma curve of colors that are output from the
397 * rendering pipeline. A value of 1.0 specifies a linear color space. If the
398 * value is <= 0.0, gamma correction is ignored and linear color space is
402 SVGA3D_RS_OUTPUTGAMMA
= 65, /* float */
403 SVGA3D_RS_ZVISIBLE
= 66, /* SVGA3dBool */
404 SVGA3D_RS_LASTPIXEL
= 67, /* SVGA3dBool */
405 SVGA3D_RS_CLIPPING
= 68, /* SVGA3dBool */
406 SVGA3D_RS_WRAP0
= 69, /* SVGA3dWrapFlags */
407 SVGA3D_RS_WRAP1
= 70, /* SVGA3dWrapFlags */
408 SVGA3D_RS_WRAP2
= 71, /* SVGA3dWrapFlags */
409 SVGA3D_RS_WRAP3
= 72, /* SVGA3dWrapFlags */
410 SVGA3D_RS_WRAP4
= 73, /* SVGA3dWrapFlags */
411 SVGA3D_RS_WRAP5
= 74, /* SVGA3dWrapFlags */
412 SVGA3D_RS_WRAP6
= 75, /* SVGA3dWrapFlags */
413 SVGA3D_RS_WRAP7
= 76, /* SVGA3dWrapFlags */
414 SVGA3D_RS_WRAP8
= 77, /* SVGA3dWrapFlags */
415 SVGA3D_RS_WRAP9
= 78, /* SVGA3dWrapFlags */
416 SVGA3D_RS_WRAP10
= 79, /* SVGA3dWrapFlags */
417 SVGA3D_RS_WRAP11
= 80, /* SVGA3dWrapFlags */
418 SVGA3D_RS_WRAP12
= 81, /* SVGA3dWrapFlags */
419 SVGA3D_RS_WRAP13
= 82, /* SVGA3dWrapFlags */
420 SVGA3D_RS_WRAP14
= 83, /* SVGA3dWrapFlags */
421 SVGA3D_RS_WRAP15
= 84, /* SVGA3dWrapFlags */
422 SVGA3D_RS_MULTISAMPLEANTIALIAS
= 85, /* SVGA3dBool */
423 SVGA3D_RS_MULTISAMPLEMASK
= 86, /* uint32 */
424 SVGA3D_RS_INDEXEDVERTEXBLENDENABLE
= 87, /* SVGA3dBool */
425 SVGA3D_RS_TWEENFACTOR
= 88, /* float */
426 SVGA3D_RS_ANTIALIASEDLINEENABLE
= 89, /* SVGA3dBool */
427 SVGA3D_RS_COLORWRITEENABLE1
= 90, /* SVGA3dColorMask */
428 SVGA3D_RS_COLORWRITEENABLE2
= 91, /* SVGA3dColorMask */
429 SVGA3D_RS_COLORWRITEENABLE3
= 92, /* SVGA3dColorMask */
430 SVGA3D_RS_SEPARATEALPHABLENDENABLE
= 93, /* SVGA3dBool */
431 SVGA3D_RS_SRCBLENDALPHA
= 94, /* SVGA3dBlendOp */
432 SVGA3D_RS_DSTBLENDALPHA
= 95, /* SVGA3dBlendOp */
433 SVGA3D_RS_BLENDEQUATIONALPHA
= 96, /* SVGA3dBlendEquation */
434 SVGA3D_RS_TRANSPARENCYANTIALIAS
= 97, /* SVGA3dTransparencyAntialiasType */
435 SVGA3D_RS_LINEAA
= 98, /* SVGA3dBool */
436 SVGA3D_RS_LINEWIDTH
= 99, /* float */
438 } SVGA3dRenderStateName
;
441 SVGA3D_TRANSPARENCYANTIALIAS_NORMAL
= 0,
442 SVGA3D_TRANSPARENCYANTIALIAS_ALPHATOCOVERAGE
= 1,
443 SVGA3D_TRANSPARENCYANTIALIAS_SUPERSAMPLE
= 2,
444 SVGA3D_TRANSPARENCYANTIALIAS_MAX
445 } SVGA3dTransparencyAntialiasType
;
448 SVGA3D_VERTEXMATERIAL_NONE
= 0, /* Use the value in the current material */
449 SVGA3D_VERTEXMATERIAL_DIFFUSE
= 1, /* Use the value in the diffuse component */
450 SVGA3D_VERTEXMATERIAL_SPECULAR
= 2, /* Use the value in the specular component */
451 } SVGA3dVertexMaterial
;
454 SVGA3D_FILLMODE_INVALID
= 0,
455 SVGA3D_FILLMODE_POINT
= 1,
456 SVGA3D_FILLMODE_LINE
= 2,
457 SVGA3D_FILLMODE_FILL
= 3,
459 } SVGA3dFillModeType
;
465 uint16 mode
; /* SVGA3dFillModeType */
466 uint16 face
; /* SVGA3dFace */
472 SVGA3D_SHADEMODE_INVALID
= 0,
473 SVGA3D_SHADEMODE_FLAT
= 1,
474 SVGA3D_SHADEMODE_SMOOTH
= 2,
475 SVGA3D_SHADEMODE_PHONG
= 3, /* Not supported */
489 SVGA3D_BLENDOP_INVALID
= 0,
490 SVGA3D_BLENDOP_ZERO
= 1,
491 SVGA3D_BLENDOP_ONE
= 2,
492 SVGA3D_BLENDOP_SRCCOLOR
= 3,
493 SVGA3D_BLENDOP_INVSRCCOLOR
= 4,
494 SVGA3D_BLENDOP_SRCALPHA
= 5,
495 SVGA3D_BLENDOP_INVSRCALPHA
= 6,
496 SVGA3D_BLENDOP_DESTALPHA
= 7,
497 SVGA3D_BLENDOP_INVDESTALPHA
= 8,
498 SVGA3D_BLENDOP_DESTCOLOR
= 9,
499 SVGA3D_BLENDOP_INVDESTCOLOR
= 10,
500 SVGA3D_BLENDOP_SRCALPHASAT
= 11,
501 SVGA3D_BLENDOP_BLENDFACTOR
= 12,
502 SVGA3D_BLENDOP_INVBLENDFACTOR
= 13,
507 SVGA3D_BLENDEQ_INVALID
= 0,
508 SVGA3D_BLENDEQ_ADD
= 1,
509 SVGA3D_BLENDEQ_SUBTRACT
= 2,
510 SVGA3D_BLENDEQ_REVSUBTRACT
= 3,
511 SVGA3D_BLENDEQ_MINIMUM
= 4,
512 SVGA3D_BLENDEQ_MAXIMUM
= 5,
514 } SVGA3dBlendEquation
;
517 SVGA3D_FRONTWINDING_INVALID
= 0,
518 SVGA3D_FRONTWINDING_CW
= 1,
519 SVGA3D_FRONTWINDING_CCW
= 2,
520 SVGA3D_FRONTWINDING_MAX
521 } SVGA3dFrontWinding
;
524 SVGA3D_FACE_INVALID
= 0,
525 SVGA3D_FACE_NONE
= 1,
526 SVGA3D_FACE_FRONT
= 2,
527 SVGA3D_FACE_BACK
= 3,
528 SVGA3D_FACE_FRONT_BACK
= 4,
533 * The order and the values should not be changed
537 SVGA3D_CMP_INVALID
= 0,
538 SVGA3D_CMP_NEVER
= 1,
540 SVGA3D_CMP_EQUAL
= 3,
541 SVGA3D_CMP_LESSEQUAL
= 4,
542 SVGA3D_CMP_GREATER
= 5,
543 SVGA3D_CMP_NOTEQUAL
= 6,
544 SVGA3D_CMP_GREATEREQUAL
= 7,
545 SVGA3D_CMP_ALWAYS
= 8,
550 * SVGA3D_FOGFUNC_* specifies the fog equation, or PER_VERTEX which allows
551 * the fog factor to be specified in the alpha component of the specular
552 * (a.k.a. secondary) vertex color.
555 SVGA3D_FOGFUNC_INVALID
= 0,
556 SVGA3D_FOGFUNC_EXP
= 1,
557 SVGA3D_FOGFUNC_EXP2
= 2,
558 SVGA3D_FOGFUNC_LINEAR
= 3,
559 SVGA3D_FOGFUNC_PER_VERTEX
= 4
563 * SVGA3D_FOGTYPE_* specifies if fog factors are computed on a per-vertex
564 * or per-pixel basis.
567 SVGA3D_FOGTYPE_INVALID
= 0,
568 SVGA3D_FOGTYPE_VERTEX
= 1,
569 SVGA3D_FOGTYPE_PIXEL
= 2,
570 SVGA3D_FOGTYPE_MAX
= 3
574 * SVGA3D_FOGBASE_* selects depth or range-based fog. Depth-based fog is
575 * computed using the eye Z value of each pixel (or vertex), whereas range-
576 * based fog is computed using the actual distance (range) to the eye.
579 SVGA3D_FOGBASE_INVALID
= 0,
580 SVGA3D_FOGBASE_DEPTHBASED
= 1,
581 SVGA3D_FOGBASE_RANGEBASED
= 2,
582 SVGA3D_FOGBASE_MAX
= 3
586 SVGA3D_STENCILOP_INVALID
= 0,
587 SVGA3D_STENCILOP_KEEP
= 1,
588 SVGA3D_STENCILOP_ZERO
= 2,
589 SVGA3D_STENCILOP_REPLACE
= 3,
590 SVGA3D_STENCILOP_INCRSAT
= 4,
591 SVGA3D_STENCILOP_DECRSAT
= 5,
592 SVGA3D_STENCILOP_INVERT
= 6,
593 SVGA3D_STENCILOP_INCR
= 7,
594 SVGA3D_STENCILOP_DECR
= 8,
599 SVGA3D_CLIPPLANE_0
= (1 << 0),
600 SVGA3D_CLIPPLANE_1
= (1 << 1),
601 SVGA3D_CLIPPLANE_2
= (1 << 2),
602 SVGA3D_CLIPPLANE_3
= (1 << 3),
603 SVGA3D_CLIPPLANE_4
= (1 << 4),
604 SVGA3D_CLIPPLANE_5
= (1 << 5),
608 SVGA3D_CLEAR_COLOR
= 0x1,
609 SVGA3D_CLEAR_DEPTH
= 0x2,
610 SVGA3D_CLEAR_STENCIL
= 0x4
615 SVGA3D_RT_STENCIL
= 1,
616 SVGA3D_RT_COLOR0
= 2,
617 SVGA3D_RT_COLOR1
= 3,
618 SVGA3D_RT_COLOR2
= 4,
619 SVGA3D_RT_COLOR3
= 5,
620 SVGA3D_RT_COLOR4
= 6,
621 SVGA3D_RT_COLOR5
= 7,
622 SVGA3D_RT_COLOR6
= 8,
623 SVGA3D_RT_COLOR7
= 9,
625 SVGA3D_RT_INVALID
= ((uint32
)-1),
626 } SVGA3dRenderTargetType
;
628 #define SVGA3D_MAX_RT_COLOR (SVGA3D_RT_COLOR7 - SVGA3D_RT_COLOR0 + 1)
642 SVGA3D_VBLEND_DISABLE
= 0,
643 SVGA3D_VBLEND_1WEIGHT
= 1,
644 SVGA3D_VBLEND_2WEIGHT
= 2,
645 SVGA3D_VBLEND_3WEIGHT
= 3,
646 } SVGA3dVertexBlendFlags
;
649 SVGA3D_WRAPCOORD_0
= 1 << 0,
650 SVGA3D_WRAPCOORD_1
= 1 << 1,
651 SVGA3D_WRAPCOORD_2
= 1 << 2,
652 SVGA3D_WRAPCOORD_3
= 1 << 3,
653 SVGA3D_WRAPCOORD_ALL
= 0xF,
657 * SVGA_3D_CMD_TEXTURESTATE Types. All value types
658 * must fit in a uint32.
662 SVGA3D_TS_INVALID
= 0,
663 SVGA3D_TS_BIND_TEXTURE
= 1, /* SVGA3dSurfaceId */
664 SVGA3D_TS_COLOROP
= 2, /* SVGA3dTextureCombiner */
665 SVGA3D_TS_COLORARG1
= 3, /* SVGA3dTextureArgData */
666 SVGA3D_TS_COLORARG2
= 4, /* SVGA3dTextureArgData */
667 SVGA3D_TS_ALPHAOP
= 5, /* SVGA3dTextureCombiner */
668 SVGA3D_TS_ALPHAARG1
= 6, /* SVGA3dTextureArgData */
669 SVGA3D_TS_ALPHAARG2
= 7, /* SVGA3dTextureArgData */
670 SVGA3D_TS_ADDRESSU
= 8, /* SVGA3dTextureAddress */
671 SVGA3D_TS_ADDRESSV
= 9, /* SVGA3dTextureAddress */
672 SVGA3D_TS_MIPFILTER
= 10, /* SVGA3dTextureFilter */
673 SVGA3D_TS_MAGFILTER
= 11, /* SVGA3dTextureFilter */
674 SVGA3D_TS_MINFILTER
= 12, /* SVGA3dTextureFilter */
675 SVGA3D_TS_BORDERCOLOR
= 13, /* SVGA3dColor */
676 SVGA3D_TS_TEXCOORDINDEX
= 14, /* uint32 */
677 SVGA3D_TS_TEXTURETRANSFORMFLAGS
= 15, /* SVGA3dTexTransformFlags */
678 SVGA3D_TS_TEXCOORDGEN
= 16, /* SVGA3dTextureCoordGen */
679 SVGA3D_TS_BUMPENVMAT00
= 17, /* float */
680 SVGA3D_TS_BUMPENVMAT01
= 18, /* float */
681 SVGA3D_TS_BUMPENVMAT10
= 19, /* float */
682 SVGA3D_TS_BUMPENVMAT11
= 20, /* float */
683 SVGA3D_TS_TEXTURE_MIPMAP_LEVEL
= 21, /* uint32 */
684 SVGA3D_TS_TEXTURE_LOD_BIAS
= 22, /* float */
685 SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL
= 23, /* uint32 */
686 SVGA3D_TS_ADDRESSW
= 24, /* SVGA3dTextureAddress */
690 * Sampler Gamma Level
692 * Sampler gamma effects the color of samples taken from the sampler. A
693 * value of 1.0 will produce linear samples. If the value is <= 0.0 the
694 * gamma value is ignored and a linear space is used.
697 SVGA3D_TS_GAMMA
= 25, /* float */
698 SVGA3D_TS_BUMPENVLSCALE
= 26, /* float */
699 SVGA3D_TS_BUMPENVLOFFSET
= 27, /* float */
700 SVGA3D_TS_COLORARG0
= 28, /* SVGA3dTextureArgData */
701 SVGA3D_TS_ALPHAARG0
= 29, /* SVGA3dTextureArgData */
703 } SVGA3dTextureStateName
;
706 SVGA3D_TC_INVALID
= 0,
707 SVGA3D_TC_DISABLE
= 1,
708 SVGA3D_TC_SELECTARG1
= 2,
709 SVGA3D_TC_SELECTARG2
= 3,
710 SVGA3D_TC_MODULATE
= 4,
712 SVGA3D_TC_ADDSIGNED
= 6,
713 SVGA3D_TC_SUBTRACT
= 7,
714 SVGA3D_TC_BLENDTEXTUREALPHA
= 8,
715 SVGA3D_TC_BLENDDIFFUSEALPHA
= 9,
716 SVGA3D_TC_BLENDCURRENTALPHA
= 10,
717 SVGA3D_TC_BLENDFACTORALPHA
= 11,
718 SVGA3D_TC_MODULATE2X
= 12,
719 SVGA3D_TC_MODULATE4X
= 13,
721 SVGA3D_TC_DOTPRODUCT3
= 15,
722 SVGA3D_TC_BLENDTEXTUREALPHAPM
= 16,
723 SVGA3D_TC_ADDSIGNED2X
= 17,
724 SVGA3D_TC_ADDSMOOTH
= 18,
725 SVGA3D_TC_PREMODULATE
= 19,
726 SVGA3D_TC_MODULATEALPHA_ADDCOLOR
= 20,
727 SVGA3D_TC_MODULATECOLOR_ADDALPHA
= 21,
728 SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR
= 22,
729 SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA
= 23,
730 SVGA3D_TC_BUMPENVMAPLUMINANCE
= 24,
731 SVGA3D_TC_MULTIPLYADD
= 25,
734 } SVGA3dTextureCombiner
;
736 #define SVGA3D_TC_CAP_BIT(svga3d_tc_op) (svga3d_tc_op ? (1 << (svga3d_tc_op - 1)) : 0)
739 SVGA3D_TEX_ADDRESS_INVALID
= 0,
740 SVGA3D_TEX_ADDRESS_WRAP
= 1,
741 SVGA3D_TEX_ADDRESS_MIRROR
= 2,
742 SVGA3D_TEX_ADDRESS_CLAMP
= 3,
743 SVGA3D_TEX_ADDRESS_BORDER
= 4,
744 SVGA3D_TEX_ADDRESS_MIRRORONCE
= 5,
745 SVGA3D_TEX_ADDRESS_EDGE
= 6,
746 SVGA3D_TEX_ADDRESS_MAX
747 } SVGA3dTextureAddress
;
750 * SVGA3D_TEX_FILTER_NONE as the minification filter means mipmapping is
751 * disabled, and the rasterizer should use the magnification filter instead.
754 SVGA3D_TEX_FILTER_NONE
= 0,
755 SVGA3D_TEX_FILTER_NEAREST
= 1,
756 SVGA3D_TEX_FILTER_LINEAR
= 2,
757 SVGA3D_TEX_FILTER_ANISOTROPIC
= 3,
758 SVGA3D_TEX_FILTER_FLATCUBIC
= 4, /* Deprecated, not implemented */
759 SVGA3D_TEX_FILTER_GAUSSIANCUBIC
= 5, /* Deprecated, not implemented */
760 SVGA3D_TEX_FILTER_PYRAMIDALQUAD
= 6, /* Not currently implemented */
761 SVGA3D_TEX_FILTER_GAUSSIANQUAD
= 7, /* Not currently implemented */
762 SVGA3D_TEX_FILTER_MAX
763 } SVGA3dTextureFilter
;
766 SVGA3D_TEX_TRANSFORM_OFF
= 0,
767 SVGA3D_TEX_TRANSFORM_S
= (1 << 0),
768 SVGA3D_TEX_TRANSFORM_T
= (1 << 1),
769 SVGA3D_TEX_TRANSFORM_R
= (1 << 2),
770 SVGA3D_TEX_TRANSFORM_Q
= (1 << 3),
771 SVGA3D_TEX_PROJECTED
= (1 << 15),
772 } SVGA3dTexTransformFlags
;
775 SVGA3D_TEXCOORD_GEN_OFF
= 0,
776 SVGA3D_TEXCOORD_GEN_EYE_POSITION
= 1,
777 SVGA3D_TEXCOORD_GEN_EYE_NORMAL
= 2,
778 SVGA3D_TEXCOORD_GEN_REFLECTIONVECTOR
= 3,
779 SVGA3D_TEXCOORD_GEN_SPHERE
= 4,
780 SVGA3D_TEXCOORD_GEN_MAX
781 } SVGA3dTextureCoordGen
;
784 * Texture argument constants for texture combiner
787 SVGA3D_TA_INVALID
= 0,
788 SVGA3D_TA_CONSTANT
= 1,
789 SVGA3D_TA_PREVIOUS
= 2,
790 SVGA3D_TA_DIFFUSE
= 3,
791 SVGA3D_TA_TEXTURE
= 4,
792 SVGA3D_TA_SPECULAR
= 5,
794 } SVGA3dTextureArgData
;
796 #define SVGA3D_TM_MASK_LEN 4
798 /* Modifiers for texture argument constants defined above. */
801 SVGA3D_TM_ALPHA
= (1 << SVGA3D_TM_MASK_LEN
),
802 SVGA3D_TM_ONE_MINUS
= (2 << SVGA3D_TM_MASK_LEN
),
803 } SVGA3dTextureArgModifier
;
805 #define SVGA3D_INVALID_ID ((uint32)-1)
806 #define SVGA3D_MAX_CLIP_PLANES 6
809 * This is the limit to the number of fixed-function texture
810 * transforms and texture coordinates we can support. It does *not*
811 * correspond to the number of texture image units (samplers) we
814 #define SVGA3D_MAX_TEXTURE_COORDS 8
817 * Vertex declarations
821 * SVGA3D_DECLUSAGE_POSITIONT is for pre-transformed vertices. If you
822 * draw with any POSITIONT vertex arrays, the programmable vertex
823 * pipeline will be implicitly disabled. Drawing will take place as if
824 * no vertex shader was bound.
828 SVGA3D_DECLUSAGE_POSITION
= 0,
829 SVGA3D_DECLUSAGE_BLENDWEIGHT
, /* 1 */
830 SVGA3D_DECLUSAGE_BLENDINDICES
, /* 2 */
831 SVGA3D_DECLUSAGE_NORMAL
, /* 3 */
832 SVGA3D_DECLUSAGE_PSIZE
, /* 4 */
833 SVGA3D_DECLUSAGE_TEXCOORD
, /* 5 */
834 SVGA3D_DECLUSAGE_TANGENT
, /* 6 */
835 SVGA3D_DECLUSAGE_BINORMAL
, /* 7 */
836 SVGA3D_DECLUSAGE_TESSFACTOR
, /* 8 */
837 SVGA3D_DECLUSAGE_POSITIONT
, /* 9 */
838 SVGA3D_DECLUSAGE_COLOR
, /* 10 */
839 SVGA3D_DECLUSAGE_FOG
, /* 11 */
840 SVGA3D_DECLUSAGE_DEPTH
, /* 12 */
841 SVGA3D_DECLUSAGE_SAMPLE
, /* 13 */
846 SVGA3D_DECLMETHOD_DEFAULT
= 0,
847 SVGA3D_DECLMETHOD_PARTIALU
,
848 SVGA3D_DECLMETHOD_PARTIALV
,
849 SVGA3D_DECLMETHOD_CROSSUV
, /* Normal */
850 SVGA3D_DECLMETHOD_UV
,
851 SVGA3D_DECLMETHOD_LOOKUP
, /* Lookup a displacement map */
852 SVGA3D_DECLMETHOD_LOOKUPPRESAMPLED
, /* Lookup a pre-sampled displacement map */
856 SVGA3D_DECLTYPE_FLOAT1
= 0,
857 SVGA3D_DECLTYPE_FLOAT2
= 1,
858 SVGA3D_DECLTYPE_FLOAT3
= 2,
859 SVGA3D_DECLTYPE_FLOAT4
= 3,
860 SVGA3D_DECLTYPE_D3DCOLOR
= 4,
861 SVGA3D_DECLTYPE_UBYTE4
= 5,
862 SVGA3D_DECLTYPE_SHORT2
= 6,
863 SVGA3D_DECLTYPE_SHORT4
= 7,
864 SVGA3D_DECLTYPE_UBYTE4N
= 8,
865 SVGA3D_DECLTYPE_SHORT2N
= 9,
866 SVGA3D_DECLTYPE_SHORT4N
= 10,
867 SVGA3D_DECLTYPE_USHORT2N
= 11,
868 SVGA3D_DECLTYPE_USHORT4N
= 12,
869 SVGA3D_DECLTYPE_UDEC3
= 13,
870 SVGA3D_DECLTYPE_DEC3N
= 14,
871 SVGA3D_DECLTYPE_FLOAT16_2
= 15,
872 SVGA3D_DECLTYPE_FLOAT16_4
= 16,
877 * This structure is used for the divisor for geometry instancing;
878 * it's a direct translation of the Direct3D equivalent.
883 * For index data, this number represents the number of instances to draw.
884 * For instance data, this number represents the number of
885 * instances/vertex in this stream
890 * This is 1 if this is supposed to be the data that is repeated for
893 uint32 indexedData
: 1;
896 * This is 1 if this is supposed to be the per-instance data.
898 uint32 instanceData
: 1;
902 } SVGA3dVertexDivisor
;
905 SVGA3D_PRIMITIVE_INVALID
= 0,
906 SVGA3D_PRIMITIVE_TRIANGLELIST
= 1,
907 SVGA3D_PRIMITIVE_POINTLIST
= 2,
908 SVGA3D_PRIMITIVE_LINELIST
= 3,
909 SVGA3D_PRIMITIVE_LINESTRIP
= 4,
910 SVGA3D_PRIMITIVE_TRIANGLESTRIP
= 5,
911 SVGA3D_PRIMITIVE_TRIANGLEFAN
= 6,
913 } SVGA3dPrimitiveType
;
916 SVGA3D_COORDINATE_INVALID
= 0,
917 SVGA3D_COORDINATE_LEFTHANDED
= 1,
918 SVGA3D_COORDINATE_RIGHTHANDED
= 2,
919 SVGA3D_COORDINATE_MAX
920 } SVGA3dCoordinateType
;
923 SVGA3D_TRANSFORM_INVALID
= 0,
924 SVGA3D_TRANSFORM_WORLD
= 1,
925 SVGA3D_TRANSFORM_VIEW
= 2,
926 SVGA3D_TRANSFORM_PROJECTION
= 3,
927 SVGA3D_TRANSFORM_TEXTURE0
= 4,
928 SVGA3D_TRANSFORM_TEXTURE1
= 5,
929 SVGA3D_TRANSFORM_TEXTURE2
= 6,
930 SVGA3D_TRANSFORM_TEXTURE3
= 7,
931 SVGA3D_TRANSFORM_TEXTURE4
= 8,
932 SVGA3D_TRANSFORM_TEXTURE5
= 9,
933 SVGA3D_TRANSFORM_TEXTURE6
= 10,
934 SVGA3D_TRANSFORM_TEXTURE7
= 11,
935 SVGA3D_TRANSFORM_WORLD1
= 12,
936 SVGA3D_TRANSFORM_WORLD2
= 13,
937 SVGA3D_TRANSFORM_WORLD3
= 14,
939 } SVGA3dTransformType
;
942 SVGA3D_LIGHTTYPE_INVALID
= 0,
943 SVGA3D_LIGHTTYPE_POINT
= 1,
944 SVGA3D_LIGHTTYPE_SPOT1
= 2, /* 1-cone, in degrees */
945 SVGA3D_LIGHTTYPE_SPOT2
= 3, /* 2-cone, in radians */
946 SVGA3D_LIGHTTYPE_DIRECTIONAL
= 4,
951 SVGA3D_CUBEFACE_POSX
= 0,
952 SVGA3D_CUBEFACE_NEGX
= 1,
953 SVGA3D_CUBEFACE_POSY
= 2,
954 SVGA3D_CUBEFACE_NEGY
= 3,
955 SVGA3D_CUBEFACE_POSZ
= 4,
956 SVGA3D_CUBEFACE_NEGZ
= 5,
960 SVGA3D_SHADERTYPE_VS
= 1,
961 SVGA3D_SHADERTYPE_PS
= 2,
962 SVGA3D_SHADERTYPE_MAX
966 SVGA3D_CONST_TYPE_FLOAT
= 0,
967 SVGA3D_CONST_TYPE_INT
= 1,
968 SVGA3D_CONST_TYPE_BOOL
= 2,
969 } SVGA3dShaderConstType
;
971 #define SVGA3D_MAX_SURFACE_FACES 6
974 SVGA3D_STRETCH_BLT_POINT
= 0,
975 SVGA3D_STRETCH_BLT_LINEAR
= 1,
976 SVGA3D_STRETCH_BLT_MAX
977 } SVGA3dStretchBltMode
;
980 SVGA3D_QUERYTYPE_OCCLUSION
= 0,
985 SVGA3D_QUERYSTATE_PENDING
= 0, /* Waiting on the host (set by guest) */
986 SVGA3D_QUERYSTATE_SUCCEEDED
= 1, /* Completed successfully (set by host) */
987 SVGA3D_QUERYSTATE_FAILED
= 2, /* Completed unsuccessfully (set by host) */
988 SVGA3D_QUERYSTATE_NEW
= 3, /* Never submitted (For guest use only) */
992 SVGA3D_WRITE_HOST_VRAM
= 1,
993 SVGA3D_READ_HOST_VRAM
= 2,
994 } SVGA3dTransferType
;
997 * The maximum number of vertex arrays we're guaranteed to support in
998 * SVGA_3D_CMD_DRAWPRIMITIVES.
1000 #define SVGA3D_MAX_VERTEX_ARRAYS 32
1003 * The maximum number of primitive ranges we're guaranteed to support
1004 * in SVGA_3D_CMD_DRAWPRIMITIVES.
1006 #define SVGA3D_MAX_DRAW_PRIMITIVE_RANGES 32
1009 * Identifiers for commands in the command FIFO.
1011 * IDs between 1000 and 1039 (inclusive) were used by obsolete versions of
1012 * the SVGA3D protocol and remain reserved; they should not be used in the
1015 * IDs between 1040 and 1999 (inclusive) are available for use by the
1016 * current SVGA3D protocol.
1018 * FIFO clients other than SVGA3D should stay below 1000, or at 2000
1022 #define SVGA_3D_CMD_LEGACY_BASE 1000
1023 #define SVGA_3D_CMD_BASE 1040
1025 #define SVGA_3D_CMD_SURFACE_DEFINE SVGA_3D_CMD_BASE + 0 /* Deprecated */
1026 #define SVGA_3D_CMD_SURFACE_DESTROY SVGA_3D_CMD_BASE + 1
1027 #define SVGA_3D_CMD_SURFACE_COPY SVGA_3D_CMD_BASE + 2
1028 #define SVGA_3D_CMD_SURFACE_STRETCHBLT SVGA_3D_CMD_BASE + 3
1029 #define SVGA_3D_CMD_SURFACE_DMA SVGA_3D_CMD_BASE + 4
1030 #define SVGA_3D_CMD_CONTEXT_DEFINE SVGA_3D_CMD_BASE + 5
1031 #define SVGA_3D_CMD_CONTEXT_DESTROY SVGA_3D_CMD_BASE + 6
1032 #define SVGA_3D_CMD_SETTRANSFORM SVGA_3D_CMD_BASE + 7
1033 #define SVGA_3D_CMD_SETZRANGE SVGA_3D_CMD_BASE + 8
1034 #define SVGA_3D_CMD_SETRENDERSTATE SVGA_3D_CMD_BASE + 9
1035 #define SVGA_3D_CMD_SETRENDERTARGET SVGA_3D_CMD_BASE + 10
1036 #define SVGA_3D_CMD_SETTEXTURESTATE SVGA_3D_CMD_BASE + 11
1037 #define SVGA_3D_CMD_SETMATERIAL SVGA_3D_CMD_BASE + 12
1038 #define SVGA_3D_CMD_SETLIGHTDATA SVGA_3D_CMD_BASE + 13
1039 #define SVGA_3D_CMD_SETLIGHTENABLED SVGA_3D_CMD_BASE + 14
1040 #define SVGA_3D_CMD_SETVIEWPORT SVGA_3D_CMD_BASE + 15
1041 #define SVGA_3D_CMD_SETCLIPPLANE SVGA_3D_CMD_BASE + 16
1042 #define SVGA_3D_CMD_CLEAR SVGA_3D_CMD_BASE + 17
1043 #define SVGA_3D_CMD_PRESENT SVGA_3D_CMD_BASE + 18 /* Deprecated */
1044 #define SVGA_3D_CMD_SHADER_DEFINE SVGA_3D_CMD_BASE + 19
1045 #define SVGA_3D_CMD_SHADER_DESTROY SVGA_3D_CMD_BASE + 20
1046 #define SVGA_3D_CMD_SET_SHADER SVGA_3D_CMD_BASE + 21
1047 #define SVGA_3D_CMD_SET_SHADER_CONST SVGA_3D_CMD_BASE + 22
1048 #define SVGA_3D_CMD_DRAW_PRIMITIVES SVGA_3D_CMD_BASE + 23
1049 #define SVGA_3D_CMD_SETSCISSORRECT SVGA_3D_CMD_BASE + 24
1050 #define SVGA_3D_CMD_BEGIN_QUERY SVGA_3D_CMD_BASE + 25
1051 #define SVGA_3D_CMD_END_QUERY SVGA_3D_CMD_BASE + 26
1052 #define SVGA_3D_CMD_WAIT_FOR_QUERY SVGA_3D_CMD_BASE + 27
1053 #define SVGA_3D_CMD_PRESENT_READBACK SVGA_3D_CMD_BASE + 28 /* Deprecated */
1054 #define SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN SVGA_3D_CMD_BASE + 29
1055 #define SVGA_3D_CMD_SURFACE_DEFINE_V2 SVGA_3D_CMD_BASE + 30
1056 #define SVGA_3D_CMD_GENERATE_MIPMAPS SVGA_3D_CMD_BASE + 31
1057 #define SVGA_3D_CMD_ACTIVATE_SURFACE SVGA_3D_CMD_BASE + 40
1058 #define SVGA_3D_CMD_DEACTIVATE_SURFACE SVGA_3D_CMD_BASE + 41
1059 #define SVGA_3D_CMD_MAX SVGA_3D_CMD_BASE + 42
1061 #define SVGA_3D_CMD_FUTURE_MAX 2000
1064 * Common substructures used in multiple FIFO commands:
1070 uint16 function
; /* SVGA3dFogFunction */
1071 uint8 type
; /* SVGA3dFogType */
1072 uint8 base
; /* SVGA3dFogBase */
1079 * Uniquely identify one image (a 1D/2D/3D array) from a surface. This
1080 * is a surface ID as well as face/mipmap indices.
1084 struct SVGA3dSurfaceImageId
{
1088 } SVGA3dSurfaceImageId
;
1091 struct SVGA3dGuestImage
{
1095 * A note on interpretation of pitch: This value of pitch is the
1096 * number of bytes between vertically adjacent image
1097 * blocks. Normally this is the number of bytes between the first
1098 * pixel of two adjacent scanlines. With compressed textures,
1099 * however, this may represent the number of bytes between
1100 * compression blocks rather than between rows of pixels.
1102 * XXX: Compressed textures currently must be tightly packed in guest memory.
1104 * If the image is 1-dimensional, pitch is ignored.
1106 * If 'pitch' is zero, the SVGA3D device calculates a pitch value
1107 * assuming each row of blocks is tightly packed.
1114 * FIFO command format definitions:
1118 * The data size header following cmdNum for every 3d command
1127 * A surface is a hierarchy of host VRAM surfaces: 1D, 2D, or 3D, with
1128 * optional mipmaps and cube faces.
1139 SVGA3D_SURFACE_CUBEMAP
= (1 << 0),
1140 SVGA3D_SURFACE_HINT_STATIC
= (1 << 1),
1141 SVGA3D_SURFACE_HINT_DYNAMIC
= (1 << 2),
1142 SVGA3D_SURFACE_HINT_INDEXBUFFER
= (1 << 3),
1143 SVGA3D_SURFACE_HINT_VERTEXBUFFER
= (1 << 4),
1144 SVGA3D_SURFACE_HINT_TEXTURE
= (1 << 5),
1145 SVGA3D_SURFACE_HINT_RENDERTARGET
= (1 << 6),
1146 SVGA3D_SURFACE_HINT_DEPTHSTENCIL
= (1 << 7),
1147 SVGA3D_SURFACE_HINT_WRITEONLY
= (1 << 8),
1148 SVGA3D_SURFACE_MASKABLE_ANTIALIAS
= (1 << 9),
1149 SVGA3D_SURFACE_AUTOGENMIPMAPS
= (1 << 10),
1150 } SVGA3dSurfaceFlags
;
1154 uint32 numMipLevels
;
1155 } SVGA3dSurfaceFace
;
1160 SVGA3dSurfaceFlags surfaceFlags
;
1161 SVGA3dSurfaceFormat format
;
1163 * If surfaceFlags has SVGA3D_SURFACE_CUBEMAP bit set, all SVGA3dSurfaceFace
1164 * structures must have the same value of numMipLevels field.
1165 * Otherwise, all but the first SVGA3dSurfaceFace structures must have the
1166 * numMipLevels set to 0.
1168 SVGA3dSurfaceFace face
[SVGA3D_MAX_SURFACE_FACES
];
1170 * Followed by an SVGA3dSize structure for each mip level in each face.
1172 * A note on surface sizes: Sizes are always specified in pixels,
1173 * even if the true surface size is not a multiple of the minimum
1174 * block size of the surface's format. For example, a 3x3x1 DXT1
1175 * compressed texture would actually be stored as a 4x4x1 image in
1178 } SVGA3dCmdDefineSurface
; /* SVGA_3D_CMD_SURFACE_DEFINE */
1183 SVGA3dSurfaceFlags surfaceFlags
;
1184 SVGA3dSurfaceFormat format
;
1186 * If surfaceFlags has SVGA3D_SURFACE_CUBEMAP bit set, all SVGA3dSurfaceFace
1187 * structures must have the same value of numMipLevels field.
1188 * Otherwise, all but the first SVGA3dSurfaceFace structures must have the
1189 * numMipLevels set to 0.
1191 SVGA3dSurfaceFace face
[SVGA3D_MAX_SURFACE_FACES
];
1192 uint32 multisampleCount
;
1193 SVGA3dTextureFilter autogenFilter
;
1195 * Followed by an SVGA3dSize structure for each mip level in each face.
1197 * A note on surface sizes: Sizes are always specified in pixels,
1198 * even if the true surface size is not a multiple of the minimum
1199 * block size of the surface's format. For example, a 3x3x1 DXT1
1200 * compressed texture would actually be stored as a 4x4x1 image in
1203 } SVGA3dCmdDefineSurface_v2
; /* SVGA_3D_CMD_SURFACE_DEFINE_V2 */
1208 } SVGA3dCmdDestroySurface
; /* SVGA_3D_CMD_SURFACE_DESTROY */
1213 } SVGA3dCmdDefineContext
; /* SVGA_3D_CMD_CONTEXT_DEFINE */
1218 } SVGA3dCmdDestroyContext
; /* SVGA_3D_CMD_CONTEXT_DESTROY */
1223 SVGA3dClearFlag clearFlag
;
1227 /* Followed by variable number of SVGA3dRect structures */
1228 } SVGA3dCmdClear
; /* SVGA_3D_CMD_CLEAR */
1231 struct SVGA3dCopyRect
{
1241 struct SVGA3dCopyBox
{
1280 SVGA3dLightType type
;
1281 SVGA3dBool inWorldSpace
;
1299 /* Followed by variable number of SVGA3dCopyRect structures */
1300 } SVGA3dCmdPresent
; /* SVGA_3D_CMD_PRESENT */
1304 SVGA3dRenderStateName state
;
1309 } SVGA3dRenderState
;
1314 /* Followed by variable number of SVGA3dRenderState structures */
1315 } SVGA3dCmdSetRenderState
; /* SVGA_3D_CMD_SETRENDERSTATE */
1320 SVGA3dRenderTargetType type
;
1321 SVGA3dSurfaceImageId target
;
1322 } SVGA3dCmdSetRenderTarget
; /* SVGA_3D_CMD_SETRENDERTARGET */
1326 SVGA3dSurfaceImageId src
;
1327 SVGA3dSurfaceImageId dest
;
1328 /* Followed by variable number of SVGA3dCopyBox structures */
1329 } SVGA3dCmdSurfaceCopy
; /* SVGA_3D_CMD_SURFACE_COPY */
1333 SVGA3dSurfaceImageId src
;
1334 SVGA3dSurfaceImageId dest
;
1337 SVGA3dStretchBltMode mode
;
1338 } SVGA3dCmdSurfaceStretchBlt
; /* SVGA_3D_CMD_SURFACE_STRETCHBLT */
1343 * If the discard flag is present in a surface DMA operation, the host may
1344 * discard the contents of the current mipmap level and face of the target
1345 * surface before applying the surface DMA contents.
1350 * If the unsynchronized flag is present, the host may perform this upload
1351 * without syncing to pending reads on this surface.
1353 uint32 unsynchronized
: 1;
1356 * Guests *MUST* set the reserved bits to 0 before submitting the command
1357 * suffix as future flags may occupy these bits.
1359 uint32 reserved
: 30;
1360 } SVGA3dSurfaceDMAFlags
;
1364 SVGA3dGuestImage guest
;
1365 SVGA3dSurfaceImageId host
;
1366 SVGA3dTransferType transfer
;
1368 * Followed by variable number of SVGA3dCopyBox structures. For consistency
1369 * in all clipping logic and coordinate translation, we define the
1370 * "source" in each copyBox as the guest image and the
1371 * "destination" as the host image, regardless of transfer
1374 * For efficiency, the SVGA3D device is free to copy more data than
1375 * specified. For example, it may round copy boxes outwards such
1376 * that they lie on particular alignment boundaries.
1378 } SVGA3dCmdSurfaceDMA
; /* SVGA_3D_CMD_SURFACE_DMA */
1381 * SVGA3dCmdSurfaceDMASuffix --
1383 * This is a command suffix that will appear after a SurfaceDMA command in
1384 * the FIFO. It contains some extra information that hosts may use to
1385 * optimize performance or protect the guest. This suffix exists to preserve
1386 * backwards compatibility while also allowing for new functionality to be
1395 * The maximum offset is used to determine the maximum offset from the
1396 * guestPtr base address that will be accessed or written to during this
1397 * surfaceDMA. If the suffix is supported, the host will respect this
1398 * boundary while performing surface DMAs.
1400 * Defaults to MAX_UINT32
1402 uint32 maximumOffset
;
1405 * A set of flags that describes optimizations that the host may perform
1406 * while performing this surface DMA operation. The guest should never rely
1407 * on behaviour that is different when these flags are set for correctness.
1411 SVGA3dSurfaceDMAFlags flags
;
1412 } SVGA3dCmdSurfaceDMASuffix
;
1415 * SVGA_3D_CMD_DRAW_PRIMITIVES --
1417 * This command is the SVGA3D device's generic drawing entry point.
1418 * It can draw multiple ranges of primitives, optionally using an
1419 * index buffer, using an arbitrary collection of vertex buffers.
1421 * Each SVGA3dVertexDecl defines a distinct vertex array to bind
1422 * during this draw call. The declarations specify which surface
1423 * the vertex data lives in, what that vertex data is used for,
1424 * and how to interpret it.
1426 * Each SVGA3dPrimitiveRange defines a collection of primitives
1427 * to render using the same vertex arrays. An index buffer is
1434 * A range hint is an optional specification for the range of indices
1435 * in an SVGA3dArray that will be used. If 'last' is zero, it is assumed
1436 * that the entire array will be used.
1438 * These are only hints. The SVGA3D device may use them for
1439 * performance optimization if possible, but it's also allowed to
1440 * ignore these values.
1444 } SVGA3dArrayRangeHint
;
1449 * Define the origin and shape of a vertex or index array. Both
1450 * 'offset' and 'stride' are in bytes. The provided surface will be
1451 * reinterpreted as a flat array of bytes in the same format used
1452 * by surface DMA operations. To avoid unnecessary conversions, the
1453 * surface should be created with the SVGA3D_BUFFER format.
1455 * Index 0 in the array starts 'offset' bytes into the surface.
1456 * Index 1 begins at byte 'offset + stride', etc. Array indices may
1467 * Describe a vertex array's data type, and define how it is to be
1468 * used by the fixed function pipeline or the vertex shader. It
1469 * isn't useful to have two VertexDecls with the same
1470 * VertexArrayIdentity in one draw call.
1472 SVGA3dDeclType type
;
1473 SVGA3dDeclMethod method
;
1474 SVGA3dDeclUsage usage
;
1476 } SVGA3dVertexArrayIdentity
;
1480 SVGA3dVertexArrayIdentity identity
;
1482 SVGA3dArrayRangeHint rangeHint
;
1488 * Define a group of primitives to render, from sequential indices.
1490 * The value of 'primitiveType' and 'primitiveCount' imply the
1491 * total number of vertices that will be rendered.
1493 SVGA3dPrimitiveType primType
;
1494 uint32 primitiveCount
;
1497 * Optional index buffer. If indexArray.surfaceId is
1498 * SVGA3D_INVALID_ID, we render without an index buffer. Rendering
1499 * without an index buffer is identical to rendering with an index
1500 * buffer containing the sequence [0, 1, 2, 3, ...].
1502 * If an index buffer is in use, indexWidth specifies the width in
1503 * bytes of each index value. It must be less than or equal to
1504 * indexArray.stride.
1506 * (Currently, the SVGA3D device requires index buffers to be tightly
1507 * packed. In other words, indexWidth == indexArray.stride)
1509 SVGA3dArray indexArray
;
1513 * Optional index bias. This number is added to all indices from
1514 * indexArray before they are used as vertex array indices. This
1515 * can be used in multiple ways:
1517 * - When not using an indexArray, this bias can be used to
1518 * specify where in the vertex arrays to begin rendering.
1520 * - A positive number here is equivalent to increasing the
1521 * offset in each vertex array.
1523 * - A negative number can be used to render using a small
1524 * vertex array and an index buffer that contains large
1525 * values. This may be used by some applications that
1526 * crop a vertex buffer without modifying their index
1529 * Note that rendering with a negative bias value may be slower and
1530 * use more memory than rendering with a positive or zero bias.
1533 } SVGA3dPrimitiveRange
;
1538 uint32 numVertexDecls
;
1542 * There are two variable size arrays after the
1543 * SVGA3dCmdDrawPrimitives structure. In order,
1546 * 1. SVGA3dVertexDecl, quantity 'numVertexDecls', but no more than
1547 * SVGA3D_MAX_VERTEX_ARRAYS;
1548 * 2. SVGA3dPrimitiveRange, quantity 'numRanges', but no more than
1549 * SVGA3D_MAX_DRAW_PRIMITIVE_RANGES;
1550 * 3. Optionally, SVGA3dVertexDivisor, quantity 'numVertexDecls' (contains
1551 * the frequency divisor for the corresponding vertex decl).
1553 } SVGA3dCmdDrawPrimitives
; /* SVGA_3D_CMD_DRAWPRIMITIVES */
1558 SVGA3dTextureStateName name
;
1563 } SVGA3dTextureState
;
1568 /* Followed by variable number of SVGA3dTextureState structures */
1569 } SVGA3dCmdSetTextureState
; /* SVGA_3D_CMD_SETTEXTURESTATE */
1574 SVGA3dTransformType type
;
1576 } SVGA3dCmdSetTransform
; /* SVGA_3D_CMD_SETTRANSFORM */
1587 SVGA3dZRange zRange
;
1588 } SVGA3dCmdSetZRange
; /* SVGA_3D_CMD_SETZRANGE */
1603 SVGA3dMaterial material
;
1604 } SVGA3dCmdSetMaterial
; /* SVGA_3D_CMD_SETMATERIAL */
1610 SVGA3dLightData data
;
1611 } SVGA3dCmdSetLightData
; /* SVGA_3D_CMD_SETLIGHTDATA */
1618 } SVGA3dCmdSetLightEnabled
; /* SVGA_3D_CMD_SETLIGHTENABLED */
1624 } SVGA3dCmdSetViewport
; /* SVGA_3D_CMD_SETVIEWPORT */
1630 } SVGA3dCmdSetScissorRect
; /* SVGA_3D_CMD_SETSCISSORRECT */
1637 } SVGA3dCmdSetClipPlane
; /* SVGA_3D_CMD_SETCLIPPLANE */
1643 SVGA3dShaderType type
;
1644 /* Followed by variable number of DWORDs for shader bycode */
1645 } SVGA3dCmdDefineShader
; /* SVGA_3D_CMD_SHADER_DEFINE */
1651 SVGA3dShaderType type
;
1652 } SVGA3dCmdDestroyShader
; /* SVGA_3D_CMD_SHADER_DESTROY */
1657 uint32 reg
; /* register number */
1658 SVGA3dShaderType type
;
1659 SVGA3dShaderConstType ctype
;
1661 } SVGA3dCmdSetShaderConst
; /* SVGA_3D_CMD_SET_SHADER_CONST */
1666 SVGA3dShaderType type
;
1668 } SVGA3dCmdSetShader
; /* SVGA_3D_CMD_SET_SHADER */
1673 SVGA3dQueryType type
;
1674 } SVGA3dCmdBeginQuery
; /* SVGA_3D_CMD_BEGIN_QUERY */
1679 SVGA3dQueryType type
;
1680 SVGAGuestPtr guestResult
; /* Points to an SVGA3dQueryResult structure */
1681 } SVGA3dCmdEndQuery
; /* SVGA_3D_CMD_END_QUERY */
1685 uint32 cid
; /* Same parameters passed to END_QUERY */
1686 SVGA3dQueryType type
;
1687 SVGAGuestPtr guestResult
;
1688 } SVGA3dCmdWaitForQuery
; /* SVGA_3D_CMD_WAIT_FOR_QUERY */
1692 uint32 totalSize
; /* Set by guest before query is ended. */
1693 SVGA3dQueryState state
; /* Set by host or guest. See SVGA3dQueryState. */
1694 union { /* Set by host on exit from PENDING state */
1697 } SVGA3dQueryResult
;
1700 * SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN --
1702 * This is a blit from an SVGA3D surface to a Screen Object. Just
1703 * like GMR-to-screen blits, this blit may be directed at a
1704 * specific screen or to the virtual coordinate space.
1706 * The blit copies from a rectangular region of an SVGA3D surface
1707 * image to a rectangular region of a screen or screens.
1709 * This command takes an optional variable-length list of clipping
1710 * rectangles after the body of the command. If no rectangles are
1711 * specified, there is no clipping region. The entire destRect is
1712 * drawn to. If one or more rectangles are included, they describe
1713 * a clipping region. The clip rectangle coordinates are measured
1714 * relative to the top-left corner of destRect.
1716 * This clipping region serves multiple purposes:
1718 * - It can be used to perform an irregularly shaped blit more
1719 * efficiently than by issuing many separate blit commands.
1721 * - It is equivalent to allowing blits with non-integer
1722 * source coordinates. You could blit just one half-pixel
1723 * of a source, for example, by specifying a larger
1724 * destination rectangle than you need, then removing
1725 * part of it using a clip rectangle.
1728 * SVGA_FIFO_CAP_SCREEN_OBJECT
1732 * - Currently, no backend supports blits from a mipmap or face
1733 * other than the first one.
1738 SVGA3dSurfaceImageId srcImage
;
1739 SVGASignedRect srcRect
;
1740 uint32 destScreenId
; /* Screen ID or SVGA_ID_INVALID for virt. coords */
1741 SVGASignedRect destRect
; /* Supports scaling if src/rest different size */
1742 /* Clipping: zero or more SVGASignedRects follow */
1743 } SVGA3dCmdBlitSurfaceToScreen
; /* SVGA_3D_CMD_BLIT_SURFACE_TO_SCREEN */
1748 SVGA3dTextureFilter filter
;
1749 } SVGA3dCmdGenerateMipmaps
; /* SVGA_3D_CMD_GENERATE_MIPMAPS */
1753 * Capability query index.
1757 * 1. SVGA3D_DEVCAP_MAX_TEXTURES reflects the maximum number of
1758 * fixed-function texture units available. Each of these units
1759 * work in both FFP and Shader modes, and they support texture
1760 * transforms and texture coordinates. The host may have additional
1761 * texture image units that are only usable with shaders.
1763 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1764 * return TRUE. Even on physical hardware that does not support
1765 * these formats natively, the SVGA3D device will provide an emulation
1766 * which should be invisible to the guest OS.
1768 * In general, the SVGA3D device should support any operation on
1769 * any surface format, it just may perform some of these
1770 * operations in software depending on the capabilities of the
1771 * available physical hardware.
1773 * XXX: In the future, we will add capabilities that describe in
1774 * detail what formats are supported in hardware for what kinds
1779 SVGA3D_DEVCAP_3D
= 0,
1780 SVGA3D_DEVCAP_MAX_LIGHTS
= 1,
1781 SVGA3D_DEVCAP_MAX_TEXTURES
= 2, /* See note (1) */
1782 SVGA3D_DEVCAP_MAX_CLIP_PLANES
= 3,
1783 SVGA3D_DEVCAP_VERTEX_SHADER_VERSION
= 4,
1784 SVGA3D_DEVCAP_VERTEX_SHADER
= 5,
1785 SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION
= 6,
1786 SVGA3D_DEVCAP_FRAGMENT_SHADER
= 7,
1787 SVGA3D_DEVCAP_MAX_RENDER_TARGETS
= 8,
1788 SVGA3D_DEVCAP_S23E8_TEXTURES
= 9,
1789 SVGA3D_DEVCAP_S10E5_TEXTURES
= 10,
1790 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND
= 11,
1791 SVGA3D_DEVCAP_D16_BUFFER_FORMAT
= 12, /* See note (2) */
1792 SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT
= 13, /* See note (2) */
1793 SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT
= 14, /* See note (2) */
1794 SVGA3D_DEVCAP_QUERY_TYPES
= 15,
1795 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING
= 16,
1796 SVGA3D_DEVCAP_MAX_POINT_SIZE
= 17,
1797 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES
= 18,
1798 SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH
= 19,
1799 SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT
= 20,
1800 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT
= 21,
1801 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT
= 22,
1802 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO
= 23,
1803 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY
= 24,
1804 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT
= 25,
1805 SVGA3D_DEVCAP_MAX_VERTEX_INDEX
= 26,
1806 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS
= 27,
1807 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS
= 28,
1808 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS
= 29,
1809 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS
= 30,
1810 SVGA3D_DEVCAP_TEXTURE_OPS
= 31,
1811 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8
= 32,
1812 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8
= 33,
1813 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10
= 34,
1814 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5
= 35,
1815 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5
= 36,
1816 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4
= 37,
1817 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5
= 38,
1818 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16
= 39,
1819 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8
= 40,
1820 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8
= 41,
1821 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8
= 42,
1822 SVGA3D_DEVCAP_SURFACEFMT_Z_D16
= 43,
1823 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8
= 44,
1824 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8
= 45,
1825 SVGA3D_DEVCAP_SURFACEFMT_DXT1
= 46,
1826 SVGA3D_DEVCAP_SURFACEFMT_DXT2
= 47,
1827 SVGA3D_DEVCAP_SURFACEFMT_DXT3
= 48,
1828 SVGA3D_DEVCAP_SURFACEFMT_DXT4
= 49,
1829 SVGA3D_DEVCAP_SURFACEFMT_DXT5
= 50,
1830 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8
= 51,
1831 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10
= 52,
1832 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8
= 53,
1833 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8
= 54,
1834 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8
= 55,
1835 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5
= 56,
1836 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8
= 57,
1837 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5
= 58,
1838 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8
= 59,
1839 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5
= 60,
1840 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8
= 61,
1841 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES
= 63,
1844 * Note that MAX_SIMULTANEOUS_RENDER_TARGETS is a maximum count of color
1845 * render targets. This does no include the depth or stencil targets.
1847 SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS
= 64,
1849 SVGA3D_DEVCAP_SURFACEFMT_V16U16
= 65,
1850 SVGA3D_DEVCAP_SURFACEFMT_G16R16
= 66,
1851 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16
= 67,
1852 SVGA3D_DEVCAP_SURFACEFMT_UYVY
= 68,
1853 SVGA3D_DEVCAP_SURFACEFMT_YUY2
= 69,
1854 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES
= 70,
1855 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES
= 71,
1856 SVGA3D_DEVCAP_ALPHATOCOVERAGE
= 72,
1857 SVGA3D_DEVCAP_SUPERSAMPLE
= 73,
1858 SVGA3D_DEVCAP_AUTOGENMIPMAPS
= 74,
1859 SVGA3D_DEVCAP_SURFACEFMT_NV12
= 75,
1860 SVGA3D_DEVCAP_SURFACEFMT_AYUV
= 76,
1863 * This is the maximum number of SVGA context IDs that the guest
1864 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1866 SVGA3D_DEVCAP_MAX_CONTEXT_IDS
= 77,
1869 * This is the maximum number of SVGA surface IDs that the guest
1870 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1872 SVGA3D_DEVCAP_MAX_SURFACE_IDS
= 78,
1874 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16
= 79,
1875 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24
= 80,
1876 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT
= 81,
1878 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM
= 82,
1879 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM
= 83,
1882 * Don't add new caps into the previous section; the values in this
1883 * enumeration must not change. You can put new values right before
1884 * SVGA3D_DEVCAP_MAX.
1886 SVGA3D_DEVCAP_MAX
/* This must be the last index. */
1887 } SVGA3dDevCapIndex
;
1894 } SVGA3dDevCapResult
;
1896 #endif /* _SVGA3D_REG_H_ */