citro3d/source/internal.h

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#pragma once
#include <c3d/attribs.h>
#include <c3d/buffers.h>
#include <c3d/proctex.h>
#include <c3d/light.h>
#include <c3d/framebuffer.h>
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#include <c3d/texenv.h>
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#include <c3d/fog.h>
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#define C3D_UNUSED __attribute__((unused))
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typedef struct
{
u32 fragOpMode;
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u32 fragOpShadow;
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u32 zScale, zOffset;
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GPU_CULLMODE cullMode;
bool zBuffer, earlyDepth;
GPU_EARLYDEPTHFUNC earlyDepthFunc;
u32 earlyDepthRef;
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u32 alphaTest;
u32 stencilMode, stencilOp;
u32 depthTest;
u32 blendClr;
u32 alphaBlend;
GPU_LOGICOP clrLogicOp;
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} C3D_Effect;
typedef struct
{
gxCmdQueue_s gxQueue;
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u32* cmdBuf;
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size_t cmdBufSize;
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float cmdBufUsage;
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u32 flags;
shaderProgram_s* program;
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C3D_AttrInfo attrInfo;
C3D_BufInfo bufInfo;
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C3D_Effect effect;
C3D_LightEnv* lightEnv;
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u32 texConfig;
u32 texShadow;
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C3D_Tex* tex[3];
C3D_TexEnv texEnv[6];
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u32 texEnvBuf, texEnvBufClr;
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u32 fogClr;
C3D_FogLut* fogLut;
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u16 gasAttn, gasAccMax;
u32 gasLightXY, gasLightZ, gasLightZColor;
u32 gasDeltaZ : 24;
u32 gasFlags : 8;
C3D_GasLut* gasLut;
C3D_ProcTex* procTex;
C3D_ProcTexLut* procTexLut[3];
C3D_ProcTexColorLut* procTexColorLut;
C3D_FrameBuf fb;
u32 viewport[5];
u32 scissor[3];
u16 fixedAttribDirty, fixedAttribEverDirty;
C3D_FVec fixedAttribs[12];
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} C3D_Context;
enum
{
C3DiF_Active = BIT(0),
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C3DiF_DrawUsed = BIT(1),
C3DiF_AttrInfo = BIT(2),
C3DiF_BufInfo = BIT(3),
C3DiF_Effect = BIT(4),
C3DiF_FrameBuf = BIT(5),
C3DiF_Viewport = BIT(6),
C3DiF_Scissor = BIT(7),
C3DiF_Program = BIT(8),
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C3DiF_TexEnvBuf = BIT(9),
C3DiF_LightEnv = BIT(10),
C3DiF_VshCode = BIT(11),
C3DiF_GshCode = BIT(12),
C3DiF_TexStatus = BIT(14),
C3DiF_ProcTex = BIT(15),
C3DiF_ProcTexColorLut = BIT(16),
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C3DiF_FogLut = BIT(17),
C3DiF_Gas = BIT(18),
C3DiF_GasLut = BIT(19),
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#define C3DiF_ProcTexLut(n) BIT(20+(n))
C3DiF_ProcTexLutAll = 7 << 20,
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#define C3DiF_Tex(n) BIT(23+(n))
C3DiF_TexAll = 7 << 23,
#define C3DiF_TexEnv(n) BIT(26+(n))
C3DiF_TexEnvAll = 0x3F << 26,
};
enum
{
C3DiG_BeginAcc = BIT(0),
C3DiG_AccStage = BIT(1),
C3DiG_SetAccMax = BIT(2),
C3DiG_RenderStage = BIT(3),
};
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static inline C3D_Context* C3Di_GetContext(void)
{
extern C3D_Context __C3D_Context;
return &__C3D_Context;
}
static inline bool typeIsCube(GPU_TEXTURE_MODE_PARAM type)
{
return type == GPU_TEX_CUBE_MAP || type == GPU_TEX_SHADOW_CUBE;
}
static inline bool C3Di_TexIs2D(C3D_Tex* tex)
{
return !typeIsCube(C3D_TexGetType(tex));
}
static inline bool addrIsVRAM(const void* addr)
{
u32 vaddr = (u32)addr;
return vaddr >= OS_VRAM_VADDR && vaddr < OS_VRAM_VADDR + OS_VRAM_SIZE;
}
static inline vramAllocPos addrGetVRAMBank(const void* addr)
{
u32 vaddr = (u32)addr;
return vaddr < OS_VRAM_VADDR + OS_VRAM_SIZE/2 ? VRAM_ALLOC_A : VRAM_ALLOC_B;
}
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void C3Di_UpdateContext(void);
void C3Di_AttrInfoBind(C3D_AttrInfo* info);
void C3Di_BufInfoBind(C3D_BufInfo* info);
void C3Di_FrameBufBind(C3D_FrameBuf* fb);
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void C3Di_TexEnvBind(int id, C3D_TexEnv* env);
void C3Di_SetTex(int unit, C3D_Tex* tex);
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void C3Di_EffectBind(C3D_Effect* effect);
void C3Di_GasUpdate(C3D_Context* ctx);
void C3Di_LightMtlBlend(C3D_Light* light);
void C3Di_DirtyUniforms(GPU_SHADER_TYPE type);
void C3Di_LoadShaderUniforms(shaderInstance_s* si);
void C3Di_ClearShaderUniforms(GPU_SHADER_TYPE type);
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bool C3Di_SplitFrame(u32** pBuf, u32* pSize);
void C3Di_RenderQueueInit(void);
void C3Di_RenderQueueExit(void);
void C3Di_RenderQueueWaitDone(void);
void C3Di_RenderQueueEnableVBlank(void);
void C3Di_RenderQueueDisableVBlank(void);