- readd the c++ linear allocator for 3ds - start switching from PD::Vec to std::vector - Add Color::Hex as constexpr for compiletime color converts - Add FNV Hasing functions - Make UI7 ids be able to be generated at compile time - Added a Throw Function (for whatever) - Added HexCHar2Int (replaces the lookup table) - Made u128 fully constexpr
60 lines
2.1 KiB
C++
Executable File
60 lines
2.1 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-3ds/linearAllocator.hpp>
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#include <pd/lithium/lithium.hpp>
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namespace PD {
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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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std::vector<Li::Vertex, LinearAllocator<Li::Vertex>> VertexBuffer;
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std::vector<u16, LinearAllocator<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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