#pragma once #include "types.h" typedef struct { void* data[6]; } C3D_TexCube; typedef struct { union { void* data; C3D_TexCube* cube; }; GPU_TEXCOLOR fmt : 4; size_t size : 28; union { u32 dim; struct { u16 height; u16 width; }; }; 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_TexCube* cube, C3D_TexInitParams p); void C3D_TexLoadImage(C3D_Tex* tex, const void* data, GPU_TEXFACE face, int level); void C3D_TexGenerateMipmap(C3D_Tex* tex, GPU_TEXFACE face); void C3D_TexBind(int unitId, C3D_Tex* tex); void C3D_TexFlush(C3D_Tex* tex); void C3D_TexDelete(C3D_Tex* tex); void C3D_TexShadowParams(bool perspective, float bias); 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 u32 C3D_TexCalcLevelSize(u32 size, int level) { return size >> (2*level); } static inline u32 C3D_TexCalcTotalSize(u32 size, int maxLevel) { /* S = s + sr + sr^2 + sr^3 + ... + sr^n Sr = sr + sr^2 + sr^3 + ... + sr^(n+1) S-Sr = s - sr^(n+1) S(1-r) = s(1 - r^(n+1)) S = s (1 - r^(n+1)) / (1-r) r = 1/4 1-r = 3/4 S = 4s (1 - (1/4)^(n+1)) / 3 S = 4s (1 - 1/4^(n+1)) / 3 S = (4/3) (s - s/4^(n+1)) S = (4/3) (s - s/(1<<(2n+2))) S = (4/3) (s - s>>(2n+2)) */ return (size - C3D_TexCalcLevelSize(size,maxLevel+1)) * 4 / 3; } static inline bool C3D_TexInit(C3D_Tex* tex, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, NULL, (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, NULL, (C3D_TexInitParams){ width, height, (u8)C3D_TexCalcMaxLevel(width, height), format, GPU_TEX_2D, false }); } static inline bool C3D_TexInitCube(C3D_Tex* tex, C3D_TexCube* cube, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, cube, (C3D_TexInitParams){ width, height, 0, format, GPU_TEX_CUBE_MAP, false }); } static inline bool C3D_TexInitVRAM(C3D_Tex* tex, u16 width, u16 height, GPU_TEXCOLOR format) { return C3D_TexInitWithParams(tex, NULL, (C3D_TexInitParams){ width, height, 0, format, GPU_TEX_2D, true }); } static inline bool C3D_TexInitShadow(C3D_Tex* tex, u16 width, u16 height) { return C3D_TexInitWithParams(tex, NULL, (C3D_TexInitParams){ width, height, 0, GPU_RGBA8, GPU_TEX_SHADOW_2D, true }); } static inline bool C3D_TexInitShadowCube(C3D_Tex* tex, C3D_TexCube* cube, u16 width, u16 height) { return C3D_TexInitWithParams(tex, cube, (C3D_TexInitParams){ width, height, 0, GPU_RGBA8, GPU_TEX_SHADOW_CUBE, true }); } static inline GPU_TEXTURE_MODE_PARAM C3D_TexGetType(C3D_Tex* tex) { return (GPU_TEXTURE_MODE_PARAM)((tex->param>>28)&0x7); } static inline void* C3D_TexGetImagePtr(C3D_Tex* tex, void* data, int level, u32* size) { if (size) *size = level >= 0 ? C3D_TexCalcLevelSize(tex->size, level) : C3D_TexCalcTotalSize(tex->size, tex->maxLevel); if (!level) return data; return (u8*)data + (level > 0 ? C3D_TexCalcTotalSize(tex->size, level-1) : 0); } static inline void* C3D_Tex2DGetImagePtr(C3D_Tex* tex, int level, u32* size) { return C3D_TexGetImagePtr(tex, tex->data, level, size); } static inline void* C3D_TexCubeGetImagePtr(C3D_Tex* tex, GPU_TEXFACE face, int level, u32* size) { return C3D_TexGetImagePtr(tex, tex->cube->data[face], level, size); } static inline void C3D_TexUpload(C3D_Tex* tex, const void* data) { C3D_TexLoadImage(tex, data, GPU_TEXFACE_2D, 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; }