citro3d/include/c3d/renderqueue.h

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#pragma once
#include "framebuffer.h"
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typedef struct C3D_RenderTarget_tag C3D_RenderTarget;
struct C3D_RenderTarget_tag
{
C3D_RenderTarget *next, *prev;
C3D_FrameBuf frameBuf;
bool used;
bool ownsColor, ownsDepth;
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bool linked;
gfxScreen_t screen;
gfx3dSide_t side;
C3D_ClearBits clearBits;
u32 transferFlags;
u32 clearColor, clearDepth;
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};
// Flags for C3D_FrameBegin
enum
{
C3D_FRAME_SYNCDRAW = BIT(0), // Perform C3D_FrameSync before checking the GPU status
C3D_FRAME_NONBLOCK = BIT(1), // Return false instead of waiting if the GPU is busy
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};
float C3D_FrameRate(float fps);
void C3D_FrameSync(void);
u32 C3D_FrameCounter(int id);
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bool C3D_FrameBegin(u8 flags);
bool C3D_FrameDrawOn(C3D_RenderTarget* target);
void C3D_FrameSplit(u8 flags);
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void C3D_FrameEnd(u8 flags);
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void C3D_FrameEndHook(void (* hook)(void*), void* param);
float C3D_GetDrawingTime(void);
float C3D_GetProcessingTime(void);
#if defined(__GNUC__) && !defined(__cplusplus)
typedef union __attribute__((__transparent_union__))
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{
int __i;
GPU_DEPTHBUF __e;
} C3D_DEPTHTYPE;
#else
union C3D_DEPTHTYPE
{
private:
int __i;
GPU_DEPTHBUF __e;
public:
C3D_DEPTHTYPE(GPU_DEPTHBUF e) : __e(e) {}
C3D_DEPTHTYPE(int i) : __i(-1) { (void)i; }
};
#endif
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#define C3D_DEPTHTYPE_OK(_x) ((_x).__i >= 0)
#define C3D_DEPTHTYPE_VAL(_x) ((_x).__e)
C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF colorFmt, C3D_DEPTHTYPE depthFmt);
C3D_RenderTarget* C3D_RenderTargetCreateFromTex(C3D_Tex* tex, GPU_TEXFACE face, int level, C3D_DEPTHTYPE depthFmt);
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void C3D_RenderTargetDelete(C3D_RenderTarget* target);
C3D_DEPRECATED void C3D_RenderTargetSetClear(C3D_RenderTarget* target, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth);
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void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags);
static inline void C3D_RenderTargetClear(C3D_RenderTarget* target, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth)
{
C3D_FrameBufClear(&target->frameBuf, clearBits, clearColor, clearDepth);
}
void C3D_SafeDisplayTransfer(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 flags);
void C3D_SafeTextureCopy(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 size, u32 flags);
void C3D_SafeMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1);