game.h
1.84 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
/**************************************************************************
* *
* Copyright (C) 1995, Silicon Graphics, Inc. *
* *
* These coded instructions, statements, and computer programs contain *
* unpublished proprietary information of Silicon Graphics, Inc., and *
* are protected by Federal copyright law. They may not be disclosed *
* to third parties or copied or duplicated in any form, in whole or *
* in part, without the prior written consent of Silicon Graphics, Inc. *
* *
*************************************************************************/
/*
* File: game.h
* Create Date: Thu Dec 14 13:52:23 PST 1995
*
*/
#include "boot.h"
/*
* Message queues
*/
extern OSMesgQueue
rdpMessageQ,
retraceMessageQ;
/*
* global variables
*/
extern char *staticSegment;
extern char *textureSegment;
#define GLIST_LEN 2048
/*
* Layout of dynamic data.
*
* This structure holds the things which change per frame. It is advantageous
* to keep dynamic data together so that we may selectively write back dirty
* data cache lines to DRAM prior to processing by the RCP.
*
*/
typedef struct {
Mtx projection;
Mtx modeling;
Mtx modeling2;
Mtx viewing;
LookAt lookat;
Hilite hilite;
Lightsn light;
Gfx glist[GLIST_LEN];
} Dynamic;
extern Dynamic dynamic;
/*
* frame buffer symbols
*/
extern u16 zbuffer[]; /* RAM address */
extern u16 cfb[][SCREEN_WD*SCREEN_HT]; /* RAM address */
extern u16 rsp_cfb[]; /* segment address */
/* RDP's buffer
*/
extern u64 dram_stack[]; /* used for matrix stack */
extern u64 rdp_output[]; /* buffer for RDP DL */