- 3ds backend -probably i forgot to apply the changes of moving Gfx backends to the PD namespace to the 3ds backend :/
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
#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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#include <3ds.h>
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#include <citro3d.h>
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#include <pd/lithium/lithium.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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  /** Never forget the sizeof(T) again (most painful bug i created) */
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  T* Allocate(size_t n) override { return (T*)linearAlloc(n * sizeof(T)); }
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  void Deallocate(T* ptr) { linearFree(ptr); }
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};
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class GfxC3D : public GfxDriver {
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 public:
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  GfxC3D() : GfxDriver("Citro3D") {}
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  ~GfxC3D() = default;
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  PD_SHARED(GfxC3D);
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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 BindTex(PD::Li::TexAddress addr) override;
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  void RenderDrawData(
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      const std::vector<PD::Li::Command::Ref>& Commands) override;
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  PD::Li::Texture::Ref LoadTex(
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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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  Vec<Li::Vertex, LinearAlloc<Li::Vertex>> VertexBuffer;
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  Vec<u16, LinearAlloc<u16>> IndexBuffer;
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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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};
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}  // namespace PD
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