view src/video/fbcon/riva_mmio.h @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents 5d4bafca35cd
children 782fd950bd46
line wrap: on
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/***************************************************************************\
|*                                                                           *|
|*       Copyright 1993-1999 NVIDIA, Corporation.  All rights reserved.      *|
|*                                                                           *|
|*     NOTICE TO USER:   The source code  is copyrighted under  U.S. and     *|
|*     international laws.  Users and possessors of this source code are     *|
|*     hereby granted a nonexclusive,  royalty-free copyright license to     *|
|*     use this code in individual and commercial software.                  *|
|*                                                                           *|
|*     Any use of this source code must include,  in the user documenta-     *|
|*     tion and  internal comments to the code,  notices to the end user     *|
|*     as follows:                                                           *|
|*                                                                           *|
|*       Copyright 1993-1999 NVIDIA, Corporation.  All rights reserved.      *|
|*                                                                           *|
|*     NVIDIA, CORPORATION MAKES NO REPRESENTATION ABOUT THE SUITABILITY     *|
|*     OF  THIS SOURCE  CODE  FOR ANY PURPOSE.  IT IS  PROVIDED  "AS IS"     *|
|*     WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND.  NVIDIA, CORPOR-     *|
|*     ATION DISCLAIMS ALL WARRANTIES  WITH REGARD  TO THIS SOURCE CODE,     *|
|*     INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGE-     *|
|*     MENT,  AND FITNESS  FOR A PARTICULAR PURPOSE.   IN NO EVENT SHALL     *|
|*     NVIDIA, CORPORATION  BE LIABLE FOR ANY SPECIAL,  INDIRECT,  INCI-     *|
|*     DENTAL, OR CONSEQUENTIAL DAMAGES,  OR ANY DAMAGES  WHATSOEVER RE-     *|
|*     SULTING FROM LOSS OF USE,  DATA OR PROFITS,  WHETHER IN AN ACTION     *|
|*     OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,  ARISING OUT OF     *|
|*     OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE.     *|
|*                                                                           *|
|*     U.S. Government  End  Users.   This source code  is a "commercial     *|
|*     item,"  as that  term is  defined at  48 C.F.R. 2.101 (OCT 1995),     *|
|*     consisting  of "commercial  computer  software"  and  "commercial     *|
|*     computer  software  documentation,"  as such  terms  are  used in     *|
|*     48 C.F.R. 12.212 (SEPT 1995)  and is provided to the U.S. Govern-     *|
|*     ment only as  a commercial end item.   Consistent with  48 C.F.R.     *|
|*     12.212 and  48 C.F.R. 227.7202-1 through  227.7202-4 (JUNE 1995),     *|
|*     all U.S. Government End Users  acquire the source code  with only     *|
|*     those rights set forth herein.                                        *|
|*                                                                           *|
\***************************************************************************/

#ifndef __RIVA_HW_H__
#define __RIVA_HW_H__
#define RIVA_SW_VERSION 0x00010003

/*
 * Typedefs to force certain sized values.
 */
typedef Uint8  U008;
typedef Uint16 U016;
typedef Uint32 U032;

/*
 * HW access macros.
 */
#define NV_WR08(p,i,d)  (((U008 *)(p))[i]=(d))
#define NV_RD08(p,i)    (((U008 *)(p))[i])
#define NV_WR16(p,i,d)  (((U016 *)(p))[(i)/2]=(d))
#define NV_RD16(p,i)    (((U016 *)(p))[(i)/2])
#define NV_WR32(p,i,d)  (((U032 *)(p))[(i)/4]=(d))
#define NV_RD32(p,i)    (((U032 *)(p))[(i)/4])
#define VGA_WR08(p,i,d) NV_WR08(p,i,d)
#define VGA_RD08(p,i)   NV_RD08(p,i)

/*
 * Define supported architectures.
 */
#define NV_ARCH_03  0x03
#define NV_ARCH_04  0x04
#define NV_ARCH_10  0x10
/***************************************************************************\
*                                                                           *
*                             FIFO registers.                               *
*                                                                           *
\***************************************************************************/

/*
 * Raster OPeration. Windows style ROP3.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BB];
    U032 Rop3;
} RivaRop;
/*
 * 8X8 Monochrome pattern.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BD];
    U032 Shape;
    U032 reserved03[0x001];
    U032 Color0;
    U032 Color1;
    U032 Monochrome[2];
} RivaPattern;
/*
 * Scissor clip rectangle.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BB];
    U032 TopLeft;
    U032 WidthHeight;
} RivaClip;
/*
 * 2D filled rectangle.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop[1];
    U032 reserved01[0x0BC];
    U032 Color;
    U032 reserved03[0x03E];
    U032 TopLeft;
    U032 WidthHeight;
} RivaRectangle;
/*
 * 2D screen-screen BLT.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BB];
    U032 TopLeftSrc;
    U032 TopLeftDst;
    U032 WidthHeight;
} RivaScreenBlt;
/*
 * 2D pixel BLT.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop[1];
    U032 reserved01[0x0BC];
    U032 TopLeft;
    U032 WidthHeight;
    U032 WidthHeightIn;
    U032 reserved02[0x03C];
    U032 Pixels;
} RivaPixmap;
/*
 * Filled rectangle combined with monochrome expand.  Useful for glyphs.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BB];
    U032 reserved03[(0x040)-1];
    U032 Color1A;
    struct
    {
        U032 TopLeft;
        U032 WidthHeight;
    } UnclippedRectangle[64];
    U032 reserved04[(0x080)-3];
    struct
    {
        U032 TopLeft;
        U032 BottomRight;
    } ClipB;
    U032 Color1B;
    struct
    {
        U032 TopLeft;
        U032 BottomRight;
    } ClippedRectangle[64];
    U032 reserved05[(0x080)-5];
    struct
    {
        U032 TopLeft;
        U032 BottomRight;
    } ClipC;
    U032 Color1C;
    U032 WidthHeightC;
    U032 PointC;
    U032 MonochromeData1C;
    U032 reserved06[(0x080)+121];
    struct
    {
        U032 TopLeft;
        U032 BottomRight;
    } ClipD;
    U032 Color1D;
    U032 WidthHeightInD;
    U032 WidthHeightOutD;
    U032 PointD;
    U032 MonochromeData1D;
    U032 reserved07[(0x080)+120];
    struct
    {
        U032 TopLeft;
        U032 BottomRight;
    } ClipE;
    U032 Color0E;
    U032 Color1E;
    U032 WidthHeightInE;
    U032 WidthHeightOutE;
    U032 PointE;
    U032 MonochromeData01E;
} RivaBitmap;
/*
 * 3D textured, Z buffered triangle.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BC];
    U032 TextureOffset;
    U032 TextureFormat;
    U032 TextureFilter;
    U032 FogColor;
/* This is a problem on LynxOS */
#ifdef Control
#undef Control
#endif
    U032 Control;
    U032 AlphaTest;
    U032 reserved02[0x339];
    U032 FogAndIndex;
    U032 Color;
    float ScreenX;
    float ScreenY;
    float ScreenZ;
    float EyeM;
    float TextureS;
    float TextureT;
} RivaTexturedTriangle03;
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BB];
    U032 ColorKey;
    U032 TextureOffset;
    U032 TextureFormat;
    U032 TextureFilter;
    U032 Blend;
/* This is a problem on LynxOS */
#ifdef Control
#undef Control
#endif
    U032 Control;
    U032 FogColor;
    U032 reserved02[0x39];
    struct
    {
        float ScreenX;
        float ScreenY;
        float ScreenZ;
        float EyeM;
        U032 Color;
        U032 Specular;
        float TextureS;
        float TextureT;
    } Vertex[16];
    U032 DrawTriangle3D;
} RivaTexturedTriangle05;
/*
 * 2D line.
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop[1];
    U032 reserved01[0x0BC];
    U032 Color;             /* source color               0304-0307*/
    U032 Reserved02[0x03e];
    struct {                /* start aliased methods in array   0400-    */
        U032 point0;        /* y_x S16_S16 in pixels            0-   3*/
        U032 point1;        /* y_x S16_S16 in pixels            4-   7*/
    } Lin[16];              /* end of aliased methods in array      -047f*/
    struct {                /* start aliased methods in array   0480-    */
        U032 point0X;       /* in pixels, 0 at left                0-   3*/
        U032 point0Y;       /* in pixels, 0 at top                 4-   7*/
        U032 point1X;       /* in pixels, 0 at left                8-   b*/
        U032 point1Y;       /* in pixels, 0 at top                 c-   f*/
    } Lin32[8];             /* end of aliased methods in array      -04ff*/
    U032 PolyLin[32];       /* y_x S16_S16 in pixels         0500-057f*/
    struct {                /* start aliased methods in array   0580-    */
        U032 x;             /* in pixels, 0 at left                0-   3*/
        U032 y;             /* in pixels, 0 at top                 4-   7*/
    } PolyLin32[16];        /* end of aliased methods in array      -05ff*/
    struct {                /* start aliased methods in array   0600-    */
        U032 color;         /* source color                     0-   3*/
        U032 point;         /* y_x S16_S16 in pixels            4-   7*/
    } ColorPolyLin[16];     /* end of aliased methods in array      -067f*/
} RivaLine;
/*
 * 2D/3D surfaces
 */
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BE];
    U032 Offset;
} RivaSurface;
typedef volatile struct
{
    U032 reserved00[4];
    U016 FifoFree;
    U016 Nop;
    U032 reserved01[0x0BD];
    U032 Pitch;
    U032 RenderBufferOffset;
    U032 ZBufferOffset;
} RivaSurface3D;
    
/***************************************************************************\
*                                                                           *
*                        Virtualized RIVA H/W interface.                    *
*                                                                           *
\***************************************************************************/

struct _riva_hw_inst;
struct _riva_hw_state;
/*
 * Virtialized chip interface. Makes RIVA 128 and TNT look alike.
 */
typedef struct _riva_hw_inst
{
    /*
     * Chip specific settings.
     */
    U032 Architecture;
    U032 Version;
    U032 CrystalFreqKHz;
    U032 RamAmountKBytes;
    U032 MaxVClockFreqKHz;
    U032 RamBandwidthKBytesPerSec;
    U032 EnableIRQ;
    U032 IO;
    U032 VBlankBit;
    U032 FifoFreeCount;
    U032 FifoEmptyCount;
    /*
     * Non-FIFO registers.
     */
    volatile U032 *PCRTC;
    volatile U032 *PRAMDAC;
    volatile U032 *PFB;
    volatile U032 *PFIFO;
    volatile U032 *PGRAPH;
    volatile U032 *PEXTDEV;
    volatile U032 *PTIMER;
    volatile U032 *PMC;
    volatile U032 *PRAMIN;
    volatile U032 *FIFO;
    volatile U032 *CURSOR;
    volatile U032 *CURSORPOS;
    volatile U032 *VBLANKENABLE;
    volatile U032 *VBLANK;
    volatile U008 *PCIO;
    volatile U008 *PVIO;
    volatile U008 *PDIO;
    /*
     * Common chip functions.
     */
    int  (*Busy)(struct _riva_hw_inst *);
    void (*CalcStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *,int,int,int,int,int,int,int,int,int,int,int,int,int);
    void (*LoadStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *);
    void (*UnloadStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *);
    void (*SetStartAddress)(struct _riva_hw_inst *,U032);
    void (*SetSurfaces2D)(struct _riva_hw_inst *,U032,U032);
    void (*SetSurfaces3D)(struct _riva_hw_inst *,U032,U032);
    int  (*ShowHideCursor)(struct _riva_hw_inst *,int);
    void (*LockUnlock)(struct _riva_hw_inst *, int);
    /*
     * Current extended mode settings.
     */
    struct _riva_hw_state *CurrentState;
    /*
     * FIFO registers.
     */
    RivaRop                 *Rop;
    RivaPattern             *Patt;
    RivaClip                *Clip;
    RivaPixmap              *Pixmap;
    RivaScreenBlt           *Blt;
    RivaBitmap              *Bitmap;
    RivaLine                *Line;
    RivaTexturedTriangle03  *Tri03;
    RivaTexturedTriangle05  *Tri05;
} RIVA_HW_INST;
/*
 * Extended mode state information.
 */
typedef struct _riva_hw_state
{
    U032 bpp;
    U032 width;
    U032 height;
    U032 repaint0;
    U032 repaint1;
    U032 screen;
    U032 pixel;
    U032 horiz;
    U032 arbitration0;
    U032 arbitration1;
    U032 vpll;
    U032 pllsel;
    U032 general;
    U032 config;
    U032 cursor0;
    U032 cursor1;
    U032 cursor2;
    U032 offset0;
    U032 offset1;
    U032 offset2;
    U032 offset3;
    U032 pitch0;
    U032 pitch1;
    U032 pitch2;
    U032 pitch3;
} RIVA_HW_STATE;

/*
 * FIFO Free Count. Should attempt to yield processor if RIVA is busy.
 */

#define RIVA_FIFO_FREE(hwptr,cnt)                                  \
{                                                                  \
   while (FifoFreeCount < (cnt))                                   \
	FifoFreeCount = hwptr->FifoFree >> 2;                      \
   FifoFreeCount -= (cnt);                                         \
}
#endif /* __RIVA_HW_H__ */