//! Configure vertex attributes. //! //! This module has types and helpers for describing the shape/structure of vertex //! data to be sent to the GPU. //! //! See the [`buffer`](crate::buffer) module to use the vertex data itself. use std::mem::MaybeUninit; /// Vertex attribute info. This struct describes how vertex buffers are /// layed out and used (i.e. the shape of the vertex data). #[derive(Debug)] pub struct Info(pub(crate) citro3d_sys::C3D_AttrInfo); /// A shader input register, usually corresponding to a single vertex attribute /// (e.g. position or color). These are called `v0`, `v1`, ... `v15` in the /// [picasso](https://github.com/devkitPro/picasso/blob/master/Manual.md) /// shader language. #[derive(Debug, Clone, Copy)] pub struct Register(libc::c_int); impl Register { /// Get a register corresponding to the given index. /// /// # Errors /// /// Returns an error for `n >= 16`. pub fn new(n: u16) -> crate::Result { if n < 16 { Ok(Self(n.into())) } else { Err(crate::Error::TooManyAttributes) } } } /// An attribute index. This is the attribute's actual index in the input buffer, /// and may correspond to any [`Register`] (or multiple) as input in the shader /// program. #[derive(Debug, Clone, Copy)] pub struct Index(u8); /// The data format of an attribute. #[repr(u32)] #[derive(Debug, Clone, Copy)] pub enum Format { /// A signed byte, i.e. [`i8`]. Byte = ctru_sys::GPU_BYTE, /// An unsigned byte, i.e. [`u8`]. UnsignedByte = ctru_sys::GPU_UNSIGNED_BYTE, /// A float, i.e. [`f32`]. Float = ctru_sys::GPU_FLOAT, /// A short integer, i.e. [`i16`]. Short = ctru_sys::GPU_SHORT, } // SAFETY: the RWLock ensures unique access when mutating the global struct, and // we trust citro3d to Do The Right Thing™ and not mutate it otherwise. unsafe impl Sync for Info {} unsafe impl Send for Info {} impl Default for Info { fn default() -> Self { let mut raw = MaybeUninit::zeroed(); let raw = unsafe { citro3d_sys::AttrInfo_Init(raw.as_mut_ptr()); raw.assume_init() }; Self(raw) } } impl Info { /// Construct a new attribute info structure with no attributes. pub fn new() -> Self { Self::default() } pub(crate) fn copy_from(raw: *const citro3d_sys::C3D_AttrInfo) -> Option { if raw.is_null() { None } else { // This is less efficient than returning a pointer or something, but it's // safer since we don't know the lifetime of the pointee Some(Self(unsafe { *raw })) } } /// Add an attribute loader to the attribute info. The resulting attribute index /// indicates the registration order of the attributes. /// /// # Parameters /// /// * `register`: the shader program input register for this attribute. /// * `format`: the data format of this attribute. /// * `count`: the number of elements in each attribute (up to 4, corresponding /// to `xyzw` / `rgba` / `stpq`). /// /// # Errors /// /// * If `count > 4` /// * If this attribute info already has the maximum number of attributes. pub fn add_loader( &mut self, register: Register, format: Format, count: u8, ) -> crate::Result { if count > 4 { return Err(crate::Error::InvalidSize); } // SAFETY: the &mut self.0 reference is only used to access fields in // the attribute info, not stored somewhere for later use let ret = unsafe { citro3d_sys::AttrInfo_AddLoader(&mut self.0, register.0, format as u32, count.into()) }; let Ok(idx) = ret.try_into() else { return Err(crate::Error::TooManyAttributes); }; Ok(Index(idx)) } pub(crate) fn permutation(&self) -> u64 { self.0.permutation } /// Get the number of registered attributes. pub fn attr_count(&self) -> libc::c_int { self.0.attrCount } }