#pragma once #include "renderbuffer.h" typedef struct C3D_RenderTarget_tag C3D_RenderTarget; struct C3D_RenderTarget_tag { C3D_RenderTarget *next, *prev, *link, *frame[2]; C3D_RenderBuf renderBuf; u32 transferFlags; u8 clearBits; bool drawOk, transferOk; bool linked; gfxScreen_t screen; gfx3dSide_t side; }; // Flags for C3D_FrameBegin enum { C3D_FRAME_SYNCDRAW = BIT(0), // Do not render the frame until the previous has finished rendering C3D_FRAME_NONBLOCK = BIT(1), // Return false instead of waiting for the GPU to finish rendering }; float C3D_FrameRate(float fps); bool C3D_FrameBegin(u8 flags); bool C3D_FrameDrawOn(C3D_RenderTarget* target); void C3D_FrameEnd(u8 flags); // Flags for C3D_RenderTargetSetClear (only C3D_CLEAR_ALL implemented atm) enum { C3D_CLEAR_COLOR = BIT(0), C3D_CLEAR_DEPTH = BIT(1), C3D_CLEAR_ALL = C3D_CLEAR_COLOR | C3D_CLEAR_DEPTH, }; C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, int colorFmt, int depthFmt); void C3D_RenderTargetDelete(C3D_RenderTarget* target); void C3D_RenderTargetSetClear(C3D_RenderTarget* target, u32 clearBits, u32 clearColor, u32 clearDepth); void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags); 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);