2D acc milestone reached: NV11 DMA is now up and running!! Oh, there are still a few limitations: don't use overlay, don't use 800x600x8 bit mode, and don't work longer than it takes to get the DMA buffer totally filled up. (switching between workspaces with different settings resets the engine and the 'timer' starts anew...

General note: learn how nVidia's hardware hashtable implementation works!!


git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10940 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Rudolf Cornelissen 2005-01-21 22:28:31 +00:00
parent 9cc2fa71c5
commit 7b0775548b
1 changed files with 5 additions and 2 deletions

View File

@ -82,8 +82,11 @@ enum {
#define NV3_SURFACE_3 0x00000006 /* 3D: old cmd */
#define NV4_CONTEXT_SURFACES_ARGB_ZS 0x00000007 /* 3D: should replace the old cmd's */
#define NV10_CONTEXT_SURFACES_ARGB_ZS 0x00000007 /* 3D: should replace the old cmd's */
#define NV4_SURFACE 0x00000008 /* 2D */
#define NV10_CONTEXT_SURFACES_2D 0x00000008 /* 2D */
//fixme: learn the rules of nvidia's hardware hashtable implementation!!!
//#define NV4_SURFACE 0x00000008 /* 2D */
//#define NV10_CONTEXT_SURFACES_2D 0x00000008 /* 2D */
#define NV4_SURFACE 0x00000010 /* 2D */
#define NV10_CONTEXT_SURFACES_2D 0x00000010 /* 2D */
#define NV1_IMAGE_FROM_CPU 0x00000010 /* 2D: unused, remove? */
#define NV_IMAGE_BLIT 0x00000011 /* 2D */
#define NV3_GDI_RECTANGLE_TEXT 0x00000012 /* 2D */