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@ -1,29 +1,49 @@
@@ -1,29 +1,49 @@
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use std::mem::MaybeUninit; |
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/// Vertex attribute info. This struct is used to describe how vertex buffers are
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/// used (i.e. the shape of the vertex data).
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#[derive(Debug)] |
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pub struct Info(pub(crate) citro3d_sys::C3D_AttrInfo); |
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#[derive(Debug)] |
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/// A shader input register, usually corresponding to a single vertex attribute
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/// (e.g. position or color). These are called `v0`, `v1`, ... `v15` in the
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/// [picasso](https://github.com/devkitPro/picasso/blob/master/Manual.md)
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/// shader language.
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#[derive(Debug, Clone, Copy)] |
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pub struct Register(libc::c_int); |
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impl Register { |
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/// Get a register corresponding to the given index.
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///
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/// # Errors
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///
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/// Returns an error for `n >= 16`.
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pub fn new(n: u16) -> crate::Result<Self> { |
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// TODO proper validation for attributes? Or maybe just a next() function
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// that gets atomically increasing indices or something? Or look at
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// <https://3dbrew.org/wiki/GPU/Internal_Registers> and define some consts
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// or lookup functions
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if n < 16 { |
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Ok(Self(n.into())) |
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} else { |
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Err(crate::Error::TooManyAttributes) |
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} |
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} |
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} |
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#[must_use] |
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/// An attribute index. This is the attribute's actual index in the input buffer,
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/// and may correspond to any [`Register`] (or multiple) as input in the shader
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/// program.
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#[derive(Debug, Clone, Copy)] |
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pub struct Index(u8); |
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/// The data format of an attribute.
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#[repr(u32)] |
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#[derive(Debug, Clone, Copy)] |
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pub enum Format { |
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/// A signed byte, i.e. [`i8`].
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Byte = ctru_sys::GPU_BYTE, |
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/// An unsigned byte, i.e. [`u8`].
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UnsignedByte = ctru_sys::GPU_UNSIGNED_BYTE, |
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/// A float, i.e. [`f32`].
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Float = ctru_sys::GPU_FLOAT, |
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/// A short integer, i.e. [`i16`].
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Short = ctru_sys::GPU_SHORT, |
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} |
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@ -44,6 +64,7 @@ impl Default for Info {
@@ -44,6 +64,7 @@ impl Default for Info {
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} |
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impl Info { |
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/// Construct a new attribute info structure with no attributes.
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pub fn new() -> Self { |
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Self::default() |
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} |
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@ -58,70 +79,49 @@ impl Info {
@@ -58,70 +79,49 @@ impl Info {
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} |
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} |
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/// Add an attribute loader to the attribute info. By default, the resulting
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/// attribute index will be appended to the permutation
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/// Add an attribute loader to the attribute info. The resulting attribute index
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/// indicates the registration order of the attributes.
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///
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/// ## Parameters
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///
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/// * `register`: the shader program input register for this attribute.
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/// * `format`: the data format of this attribute.
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/// * `count`: the number of elements in each attribute (up to 4, corresponding
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/// to `xyzw` / `rgba` / `stpq`).
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///
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/// ## Errors
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///
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/// * If `count > 4`
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/// * If this attribute info already has the maximum number of attributes.
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pub fn add_loader( |
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&mut self, |
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register: Register, |
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format: Format, |
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count: usize, |
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count: u8, |
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) -> crate::Result<Index> { |
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let count = count.try_into()?; |
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if count > 4 { |
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return Err(crate::Error::InvalidSize); |
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} |
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// SAFETY: the &mut self.0 reference is only used to access fields in
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// the attribute info, not stored somewhere for later use
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let ret = unsafe { |
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citro3d_sys::AttrInfo_AddLoader(&mut self.0, register.0, format as u32, count) |
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citro3d_sys::AttrInfo_AddLoader(&mut self.0, register.0, format as u32, count.into()) |
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}; |
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let Ok(idx) = ret.try_into() else { |
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return Err(crate::Error::FailedToInitialize) |
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return Err(crate::Error::TooManyAttributes) |
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}; |
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Ok(Index(idx)) |
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} |
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pub fn set_permutation(&mut self, indices: &[Index]) -> crate::Result<()> { |
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if indices.len() > 16 { |
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return Err(crate::Error::TooManyAttributes); |
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} |
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let attr_count: libc::c_int = indices.len().try_into().unwrap(); |
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let mut bytes: Vec<u8> = indices |
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.windows(2) |
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.map(|window| { |
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let [lo, hi] = match *window { |
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[Index(lo), Index(hi)] => [lo, hi], |
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[Index(lo)] => [lo, 0], // high nibble is just padding
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_ => unreachable!(), // window size of 2 == always 1 or 2 elements
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}; |
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// each value is a nibble, combine them into a byte
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lo | (hi << 4) |
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}) |
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.collect(); |
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// pad the remainder with zeros
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bytes.extend(std::iter::repeat(0).take(8 - bytes.len())); |
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let permutation = bytemuck::cast(<[u8; 8]>::try_from(bytes).unwrap()); |
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self.0.permutation = permutation; |
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self.0.attrCount = attr_count; |
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Ok(()) |
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} |
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/// Get the current permutation of input register to vertex attributes mapping.
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/// See [GPU/Internal Registers] for an explanation of how the bits are laid out
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/// in the resulting value.
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///
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/// [GPU/Internal Registers]: https://3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_ATTRIBUTES_PERMUTATION_LOW
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pub fn permutation(&self) -> u64 { |
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pub(crate) fn permutation(&self) -> u64 { |
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self.0.permutation |
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} |
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/// Get the number of attributes in the current permutation.
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pub fn count(&self) -> libc::c_int { |
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/// Get the number of registered attributes.
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pub fn attr_count(&self) -> libc::c_int { |
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self.0.attrCount |
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} |
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} |
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