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it's definitely argb + some fixes
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@@ -100,22 +100,13 @@ typedef struct nv3_class_ctx_switch_method_s
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} nv3_class_ctx_switch_method_t;
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/* 32-bit BGRA format colour for 2D acceleration */
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typedef struct nv3_color_bgra_32_s
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{
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uint8_t b;
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uint8_t g;
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uint8_t r;
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uint8_t a;
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} nv3_color_bgra_32_t;
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/* 32-bit ARGB format colour for internal D3D5 stuff */
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typedef struct nv3_color_argb_32_s
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{
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uint8_t a;
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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} nv3_color_argb_32_t;
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/* 30-bit colour format for internal PGRAPH use */
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@@ -375,7 +366,7 @@ typedef struct nv3_object_class_007
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/* In case your points weren't colourful enough */
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typedef struct nv3_object_class_008_cpoint_s
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{
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nv3_color_argb_32_t color; // BGRA-format 32-bit color
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nv3_color_argb_32_t color; // argb-format 32-bit color
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nv3_position_16_t position; //
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} nv3_object_class_008_cpoint_t;
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@@ -1083,7 +1074,7 @@ typedef struct nv3_d3d5_alpha_control_s
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typedef struct nv3_d3d5_coordinate_s
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{
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nv3_d3d5_specular_t specular_reflection_parameters;
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nv3_color_bgra_32_t color; // YOU HAVE TO FLIP THE ENDIANNESS. NVIDIA??? WHAT???
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nv3_color_argb_32_t color; // YOU HAVE TO FLIP THE ENDIANNESS. NVIDIA??? WHAT???
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// Seems more plausible for these specifically to be floats.
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// Also makes my life easier...
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@@ -35,10 +35,9 @@ extern const device_config_t nv3_config[];
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#define NV3_LFB_RAMIN_START 0xC00000 // RAMIN mapping start
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#define NV3_LFB_MAPPING_SIZE 0x400000 // Size of RAMIN
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// DMA channels are basically the number of contexts that the gpu can deal with at once.
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// THere are 64 DMA channels grouped into 8 "channels" with 8 "subchannels" each. You can only use one channel at a time. An arbitrary number of 8 objects can be submitted.
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// Channel 0 is always taken up by NV drivers.
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// Subchannels deal with specific parts of the GPU and are manipulated by the driver to manipulate the gpu.
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#define NV3_DMA_CHANNELS 8
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#define NV3_DMA_SUBCHANNELS_PER_CHANNEL 8
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