/* KallistiGL for KallistiOS ##version## libgl/gl-pvr.h Copyright (C) 2013-2014 Josh Pearson Vertex Buffer Routines for interfacing the Dreamcast's SH4 CPU and PowerVR GPU. */ #ifndef GL_PVR_H #define GL_PVR_H /* GL->PVR Commands */ typedef struct { unsigned int cmd[8]; } pvr_cmd_t; /* Generic 32byte command for the pvr */ #define GL_PVR_VERTEX_BUF_SIZE 2560 * 256 /* PVR Vertex buffer size */ #define GL_KOS_MAX_VERTS 1024*64 /* SH4 Vertex Count */ #define GL_KOS_LIST_OP 0 #define GL_KOS_LIST_TR 1 //#define GL_KOS_USE_DMA 1 /* Use PVR DMA for vertex data transfer instead of store queues */ //#define GL_USE_FLOAT 0 /* Use PVR's floating-point color Vertex Type (64bit) *NoOp* */ /* Misc SH4->PVR Commands */ #define TA_SQ_ADDR (unsigned int *)(void *) \ (0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0)) #define QACRTA ((((unsigned int)0x10000000)>>26)<<2)&0x1c #define PVR_TA_TXR_FILTER_SHIFT 14 #define GL_PVR_FILTER_POINT 0x00 #define GL_PVR_FILTER_BILINEAR 0x01 #define GL_PVR_FILTER_TRILINEAR_A 0x10 #define GL_PVR_FILTER_TRILINEAR_B 0x11 #define PVR_TA_SUPER_SAMPLE_SHIFT 12 #define GL_PVR_SAMPLE_POINT 0x0 #define GL_PVR_SAMPLE_SUPER 0x1 #endif