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authorGareth Hughes <gareth@users.sourceforge.net>2000-12-01 15:39:32 +0000
committerGareth Hughes <gareth@users.sourceforge.net>2000-12-01 15:39:32 +0000
commit7950295132b834df9a1cb01a94868c372b91a39f (patch)
tree3440b9f3e751b8b4e64ce606533d79109a704cdd /linux/drm.h
parentaa1a793f55a3d1b723e9bf3bfffb25bf97530753 (diff)
- Fixed polygon stipple. Was still using SubmitPackets...ati-4-1-1-20001202-mergeati-4-1-1-20001201-freezeati-4-1-1-branch
- Implemented HW-assisted depth span functions. All access to the depth buffer is done via the engine, so we don't have to worry about the differences between linear and tiled memory. - Implemented significantly more 3D-friendly static partitioning of offscreen memory. 2D still gets enough pixmap cache to be performant. For example, 800x600@16bpp texture memory goes from ~3mb to 11.5mb on a 16mb card.
Diffstat (limited to 'linux/drm.h')
-rw-r--r--linux/drm.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/linux/drm.h b/linux/drm.h
index 5d383427..20691ccf 100644
--- a/linux/drm.h
+++ b/linux/drm.h
@@ -374,7 +374,9 @@ typedef struct drm_agp_info {
#define DRM_IOCTL_R128_VERTEX DRM_IOW( 0x49, drm_r128_vertex_t)
#define DRM_IOCTL_R128_INDICES DRM_IOW( 0x4a, drm_r128_indices_t)
#define DRM_IOCTL_R128_BLIT DRM_IOW( 0x4b, drm_r128_blit_t)
-#define DRM_IOCTL_R128_PACKET DRM_IOWR(0x4c, drm_r128_packet_t)
+#define DRM_IOCTL_R128_DEPTH DRM_IOW( 0x4c, drm_r128_depth_t)
+#define DRM_IOCTL_R128_STIPPLE DRM_IOW( 0x4d, drm_r128_stipple_t)
+#define DRM_IOCTL_R128_PACKET DRM_IOWR(0x4e, drm_r128_packet_t)
/* SiS specific ioctls */
#define SIS_IOCTL_FB_ALLOC DRM_IOWR( 0x44, drm_sis_mem_t)