#pragma once #include "types.h" typedef struct { void* data; GPU_TEXCOLOR fmt : 4; size_t size : 28; u16 width, height; u32 param; u32 border; union { u32 lodParam; struct { u16 lodBias; u8 maxLevel; u8 minLevel; }; }; } C3D_Tex; typedef struct ALIGN(8) { u16 width; u16 height; u8 maxLevel : 4; GPU_TEXCOLOR format : 4; GPU_TEXTURE_MODE_PARAM type : 3; bool onVram : 1; } C3D_TexInitParams; bool C3D_TexInitWithParams(C3D_Tex* tex, C3D_TexInitParams p); void* C3D_TexGetLevel(C3D_Tex* tex, int level, u32* size); void C3D_TexUploadLevel(C3D_Tex* tex, const void* data, int level); void C3D_TexGenerateMipmap(C3D_Tex* tex); void C3D_TexBind(int unitId, C3D_Tex* tex); void C3D_TexFlush(C3D_Tex* tex); void C3D_TexDelete(C3D_Tex* tex); static inline int C3D_TexCalcMaxLevel(u32 width, u32 height) { return (31-__builtin_clz(width < height ? width : height)) - 3; // avoid sizes smaller than 8 } static inline bool C3D_TexInit(C3D_Tex* tex, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, (C3D_TexInitParams){ width, height, 0, format, GPU_TEX_2D, false }); } static inline bool C3D_TexInitMipmap(C3D_Tex* tex, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, (C3D_TexInitParams){ width, height, (u8)C3D_TexCalcMaxLevel(width, height), format, GPU_TEX_2D, false }); } static inline bool C3D_TexInitVRAM(C3D_Tex* tex, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, (C3D_TexInitParams){ width, height, 0, format, GPU_TEX_2D, true }); } static inline void C3D_TexUpload(C3D_Tex* tex, const void* data) { C3D_TexUploadLevel(tex, data, 0); } static inline void C3D_TexSetFilter(C3D_Tex* tex, GPU_TEXTURE_FILTER_PARAM magFilter, GPU_TEXTURE_FILTER_PARAM minFilter) { tex->param &= ~(GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)); tex->param |= GPU_TEXTURE_MAG_FILTER(magFilter) | GPU_TEXTURE_MIN_FILTER(minFilter); } static inline void C3D_TexSetFilterMipmap(C3D_Tex* tex, GPU_TEXTURE_FILTER_PARAM filter) { tex->param &= ~GPU_TEXTURE_MIP_FILTER(GPU_LINEAR); tex->param |= GPU_TEXTURE_MIP_FILTER(filter); } static inline void C3D_TexSetWrap(C3D_Tex* tex, GPU_TEXTURE_WRAP_PARAM wrapS, GPU_TEXTURE_WRAP_PARAM wrapT) { tex->param &= ~(GPU_TEXTURE_WRAP_S(3) | GPU_TEXTURE_WRAP_T(3)); tex->param |= GPU_TEXTURE_WRAP_S(wrapS) | GPU_TEXTURE_WRAP_T(wrapT); } static inline void C3D_TexSetLodBias(C3D_Tex* tex, float lodBias) { int iLodBias = (int)(lodBias*0x100); if (iLodBias > 0xFFF) iLodBias = 0xFFF; else if (iLodBias < -0x1000) iLodBias = -0x1000; tex->lodBias = iLodBias & 0x1FFF; }