Initial Cross Platform Work
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83
backends/3ds/include/li_backend_c3d.hpp
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83
backends/3ds/include/li_backend_c3d.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#pragma once
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#include <3ds.h>
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#include <citro3d.h>
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#include <pd/core/core.hpp>
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#include <pd/lithium/backend.hpp>
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namespace PD {
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template <typename T>
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class LinearAlloc : public Allocator<T> {
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public:
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LinearAlloc() = default;
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~LinearAlloc() = default;
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T* Allocate(size_t n) override { return (T*)linearAlloc(n); }
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void Deallocate(T* ptr) { linearFree(ptr); }
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};
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namespace LI {
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class Backend_C3D : public PD::LI::Backend {
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public:
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Backend_C3D() : LI::Backend("Citro3D") {}
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~Backend_C3D() {}
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PD_SMART_CTOR(Backend_C3D)
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void Init() override;
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void Deinit() override;
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void NewFrame() override;
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void BindTexture(PD::LI::TexAddress addr) override;
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void RenderDrawData(const PD::Vec<PD::LI::Command::Ref>& Commands) override;
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PD::LI::Texture::Ref LoadTexture(
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const std::vector<PD::u8>& pixels, int w, int h,
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PD::LI::Texture::Type type = PD::LI::Texture::Type::RGBA32,
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PD::LI::Texture::Filter filter =
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PD::LI::Texture::Filter::LINEAR) override;
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private:
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Vec<Vertex, LinearAlloc<Vertex>> VertexBuffer;
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Vec<u16, LinearAlloc<u16>> IndexBuffer;
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size_t CurrentVertex = 0;
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size_t CurrentIndex = 0;
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Mat4 Projection;
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int pLocProjection = 0;
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DVLB_s* ShaderCode;
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shaderProgram_s Shader;
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C3D_AttrInfo ShaderInfo;
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// For Stats
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PD::u32 num_vtx = 0;
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PD::u32 num_idx = 0;
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};
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} // namespace LI
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} // namespace PD
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