143 lines
4.5 KiB
C
143 lines
4.5 KiB
C
/**
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* @file framebuffer.h
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* @brief Process render target framebuffer
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*/
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#pragma once
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#include "texture.h"
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typedef struct
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{
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void* colorBuf;
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void* depthBuf;
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u16 width;
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u16 height;
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GPU_COLORBUF colorFmt;
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GPU_DEPTHBUF depthFmt;
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bool block32;
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u8 colorMask : 4;
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u8 depthMask : 4;
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} C3D_FrameBuf;
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/// Flags for C3D_FrameBufClear
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typedef enum
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{
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C3D_CLEAR_COLOR = BIT(0), ///< Clear the color buffer.
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C3D_CLEAR_DEPTH = BIT(1), ///< Clear the the depth/stencil buffer.
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C3D_CLEAR_ALL = C3D_CLEAR_COLOR | C3D_CLEAR_DEPTH, ///< Clear both buffers
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} C3D_ClearBits;
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/**
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* @brief Calculates the size of a color buffer.
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* @param[in] width Width of the color buffer in pixels.
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* @param[in] height Height of the color buffer in pixels.
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* @param[in] fmt Format of the color buffer.
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* @return Calculated color buffer size.
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*/
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u32 C3D_CalcColorBufSize(u32 width, u32 height, GPU_COLORBUF fmt);
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/**
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* @brief Calculates the size of a depth buffer.
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* @param[in] width Width of the depth buffer in pixels.
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* @param[in] height Height of the depth buffer in pixels.
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* @param[in] fmt Format of the depth buffer.
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* @return Calculated depth buffer size.
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*/
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u32 C3D_CalcDepthBufSize(u32 width, u32 height, GPU_DEPTHBUF fmt);
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/**
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* @brief Returns global citro3d framebuffer structure.
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* @return Pointer to \ref C3D_FrameBuf struct.
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*/
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C3D_FrameBuf* C3D_GetFrameBuf(void);
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/**
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* @brief Sets global citro3d framebuffer structure.
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* @param[in] fb Pointer to \ref C3D_FrameBuf struct.
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*/
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void C3D_SetFrameBuf(C3D_FrameBuf* fb);
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/**
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* @brief Binds a texture to a framebuffer. This texture will be used as the color buffer.
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* @param[out] fb Pointer to \ref C3D_FrameBuf struct.
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* @param[in] tex Pointer to \ref C3D_Tex struct.
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* @param[in] face Specifies face of cubemap to be used (ignored if it is a 2D texture)
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* @param[in] level Specifies mipmap level. 0 is the original image, 1 is the first mipmap, and so on.
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* @remark This calls \ref C3D_FrameBufColor with the proper arguments for the buffer of the texture.
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*/
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void C3D_FrameBufTex(C3D_FrameBuf* fb, C3D_Tex* tex, GPU_TEXFACE face, int level);
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/**
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* @brief Sets the clear bits and color for a framebuffer.
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* @param[in] fb Pointer to a \ref C3D_FrameBuf struct.
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* @param[in] clearBits Specifies which buffers to clear. (see \ref C3D_ClearBits)
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* @param[in] clearColor 32 bit RGBA value to clear the color buffer with.
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* @param[in] clearDepth Value to clear the depth buffer with.
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*/
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void C3D_FrameBufClear(C3D_FrameBuf* fb, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth);
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/**
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* @brief Transfers a framebuffer to the LCD display.
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* @param[in] fb Pointer to a \ref C3D_FrameBuf struct.
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* @param[in] screen Screen to transfer the framebuffer to.
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* @param[in] side Side of the screen to transfer the framebuffer to (unused for the bottom screen)
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* @param[in] transferFlags Specifies GX_TRANSFER bitflags.
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*/
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void C3D_FrameBufTransfer(C3D_FrameBuf* fb, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags);
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/**
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* @brief Sets framebuffer attributes.
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* @param[in] fb Pointer to a \ref C3D_FrameBuf struct.
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* @param[in] width Width of framebuffer in pixels.
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* @param[in] height Height of framebuffer in pixels.
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* @param[in] block32 Specifies if using 32x32 tile format.
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*/
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static inline void C3D_FrameBufAttrib(C3D_FrameBuf* fb, u16 width, u16 height, bool block32)
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{
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fb->width = width;
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fb->height = height;
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fb->block32 = block32;
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}
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/**
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* @brief Assigns a color buffer to a framebuffer.
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* @param[in] fb Pointer to a \ref C3D_FrameBuf struct.
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* @param[in] buf Pointer to the buffer to use.
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* @param[in] fmt Format of the color buffer.
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*/
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static inline void C3D_FrameBufColor(C3D_FrameBuf* fb, void* buf, GPU_COLORBUF fmt)
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{
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if (buf)
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{
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fb->colorBuf = buf;
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fb->colorFmt = fmt;
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fb->colorMask = 0xF;
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} else
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{
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fb->colorBuf = NULL;
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fb->colorFmt = GPU_RB_RGBA8;
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fb->colorMask = 0;
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}
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}
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/**
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* @brief Assigns a depth buffer to a framebuffer.
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* @param[in] fb Pointer to a \ref C3D_FrameBuf struct.
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* @param[in] buf Pointer to the buffer to use.
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* @param[in] fmt Format of the depth buffer.
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* @note Depending on the format chosen, this may be used as a stencil buffer as well.
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*/
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static inline void C3D_FrameBufDepth(C3D_FrameBuf* fb, void* buf, GPU_DEPTHBUF fmt)
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{
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if (buf)
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{
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fb->depthBuf = buf;
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fb->depthFmt = fmt;
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fb->depthMask = fmt == GPU_RB_DEPTH24_STENCIL8 ? 0x3 : 0x2;
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} else
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{
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fb->depthBuf = NULL;
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fb->depthFmt = GPU_RB_DEPTH24;
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fb->depthMask = 0;
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}
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}
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