# Hotfix
- 3ds backend -probably i forgot to apply the changes of moving Gfx backends to the PD namespace to the 3ds backend :/
This commit is contained in:
		| @@ -59,7 +59,7 @@ class GfxC3D : public GfxDriver { | ||||
|       PD::Li::Texture::Filter filter = | ||||
|           PD::Li::Texture::Filter::LINEAR) override; | ||||
|  | ||||
|   Vec<Vertex, LinearAlloc<Vertex>> VertexBuffer; | ||||
|   Vec<Li::Vertex, LinearAlloc<Li::Vertex>> VertexBuffer; | ||||
|   Vec<u16, LinearAlloc<u16>> IndexBuffer; | ||||
|   int pLocProjection = 0; | ||||
|   DVLB_s* ShaderCode; | ||||
|   | ||||
| @@ -73,21 +73,21 @@ unsigned char li_shader[] = { | ||||
| size_t li_shader_size = 0x124; | ||||
|  | ||||
| namespace PD { | ||||
| GPU_TEXCOLOR GetTexFmt(Texture::Type type) { | ||||
|   if (type == Texture::RGBA32) | ||||
| GPU_TEXCOLOR GetTexFmt(Li::Texture::Type type) { | ||||
|   if (type == Li::Texture::RGBA32) | ||||
|     return GPU_RGBA8; | ||||
|   else if (type == Texture::RGB24) | ||||
|   else if (type == Li::Texture::RGB24) | ||||
|     return GPU_RGB8; | ||||
|   else if (type == Texture::A8) | ||||
|   else if (type == Li::Texture::A8) | ||||
|     return GPU_A8; | ||||
|   return GPU_RGBA8;  // Default | ||||
| } | ||||
| int GetBPP(Texture::Type type) { | ||||
|   if (type == Texture::RGBA32) | ||||
| int GetBPP(Li::Texture::Type type) { | ||||
|   if (type == Li::Texture::RGBA32) | ||||
|     return 4; | ||||
|   else if (type == Texture::RGB24) | ||||
|   else if (type == Li::Texture::RGB24) | ||||
|     return 3; | ||||
|   else if (type == Texture::A8) | ||||
|   else if (type == Li::Texture::A8) | ||||
|     return 1; | ||||
|   return 0;  // Error | ||||
| } | ||||
| @@ -121,10 +121,9 @@ void GfxC3D::NewFrame() { | ||||
|   CurrentIndex = 0; | ||||
|   CurrentVertex = 0; | ||||
|   FrameCounter++; | ||||
|   VertexCounter = NumVtx; | ||||
|   IndexCounter = NumIdx; | ||||
|   NumVtx = 0; | ||||
|   NumIdx = 0; | ||||
|   /** Probably completly incorrect but just do it like that */ | ||||
|   VertexCounter = CurrentVertex; | ||||
|   IndexCounter = CurrentIndex; | ||||
| } | ||||
|  | ||||
| void GfxC3D::BindTex(PD::Li::TexAddress addr) { | ||||
| @@ -161,11 +160,9 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) { | ||||
|            Commands[index]->ScissorRect == ScissorRect) { | ||||
|       auto c = Commands[index].get(); | ||||
|       for (size_t i = 0; i < c->IndexBuffer.Size(); i++) { | ||||
|         NumIdx++; | ||||
|         IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i); | ||||
|       } | ||||
|       for (size_t i = 0; i < c->VertexBuffer.Size(); i++) { | ||||
|         NumVtx++; | ||||
|         VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i); | ||||
|       } | ||||
|       index++; | ||||
| @@ -182,7 +179,7 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) { | ||||
|     BindTex(Tex->Address); | ||||
|     auto bufInfo = C3D_GetBufInfo(); | ||||
|     BufInfo_Init(bufInfo); | ||||
|     BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Vertex), 3, 0x210); | ||||
|     BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Li::Vertex), 3, 0x210); | ||||
|  | ||||
|     C3D_DrawElements(GPU_TRIANGLES, CurrentIndex - StartIndex, | ||||
|                      C3D_UNSIGNED_SHORT, IndexBuffer.Data() + StartIndex); | ||||
| @@ -213,7 +210,7 @@ PD::Li::Texture::Ref GfxC3D::LoadTex(const std::vector<PD::u8>& pixels, int w, | ||||
|                   1.0 - ((float)h / (float)tex_size.y)); | ||||
|  | ||||
|   // Texture Setup | ||||
|   auto fltr = (filter == Texture::NEAREST ? GPU_NEAREST : GPU_LINEAR); | ||||
|   auto fltr = (filter == Li::Texture::NEAREST ? GPU_NEAREST : GPU_LINEAR); | ||||
|   auto tex_fmt = GetTexFmt(type); | ||||
|   auto tex = new C3D_Tex; | ||||
|   C3D_TexInit(tex, (u16)tex_size.x, (u16)tex_size.y, tex_fmt); | ||||
| @@ -245,9 +242,9 @@ PD::Li::Texture::Ref GfxC3D::LoadTex(const std::vector<PD::u8>& pixels, int w, | ||||
|  | ||||
|   tex->border = 0x00000000; | ||||
|   C3D_TexSetWrap(tex, GPU_REPEAT, GPU_REPEAT); | ||||
|   res->Address = (TexAddress)tex; | ||||
|   std::cout << std::format("Tex {:#08x} Addr {:#08X}", (TexAddress)res.get(), | ||||
|                            res->Address) | ||||
|   res->Address = (Li::TexAddress)tex; | ||||
|   std::cout << std::format("Tex {:#08x} Addr {:#08X}", | ||||
|                            (Li::TexAddress)res.get(), res->Address) | ||||
|             << std::endl; | ||||
|   return res; | ||||
| } | ||||
|   | ||||
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