1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163
//! This module provides render target types and options for controlling transfer
//! of data to the GPU, including the format of color and depth data to be rendered.
use std::cell::RefMut;
use std::rc::Rc;
use citro3d_sys::{
C3D_RenderTarget, C3D_RenderTargetCreate, C3D_RenderTargetDelete, C3D_DEPTHTYPE,
};
use ctru::services::gfx::Screen;
use ctru::services::gspgpu::FramebufferFormat;
use ctru_sys::{GPU_COLORBUF, GPU_DEPTHBUF};
use crate::{Error, RenderQueue, Result};
mod transfer;
/// A render target for `citro3d`. Frame data will be written to this target
/// to be rendered on the GPU and displayed on the screen.
#[doc(alias = "C3D_RenderTarget")]
pub struct Target<'screen> {
raw: *mut citro3d_sys::C3D_RenderTarget,
// This is unused after construction, but ensures unique access to the
// screen this target writes to during rendering
_screen: RefMut<'screen, dyn Screen>,
_queue: Rc<RenderQueue>,
}
impl Drop for Target<'_> {
#[doc(alias = "C3D_RenderTargetDelete")]
fn drop(&mut self) {
unsafe {
C3D_RenderTargetDelete(self.raw);
}
}
}
impl<'screen> Target<'screen> {
/// Create a new render target with the given parameters. This takes a
/// [`RenderQueue`] parameter to make sure this [`Target`] doesn't outlive
/// the render queue.
pub(crate) fn new(
width: usize,
height: usize,
screen: RefMut<'screen, dyn Screen>,
depth_format: Option<DepthFormat>,
queue: Rc<RenderQueue>,
) -> Result<Self> {
let color_format: ColorFormat = screen.framebuffer_format().into();
let raw = unsafe {
C3D_RenderTargetCreate(
width.try_into()?,
height.try_into()?,
color_format as GPU_COLORBUF,
depth_format.map_or(C3D_DEPTHTYPE { __i: -1 }, DepthFormat::as_raw),
)
};
if raw.is_null() {
return Err(Error::FailedToInitialize);
}
// Set the render target to actually output to the given screen
let flags = transfer::Flags::default()
.in_format(color_format.into())
.out_format(color_format.into());
unsafe {
citro3d_sys::C3D_RenderTargetSetOutput(
raw,
screen.as_raw(),
screen.side().into(),
flags.bits(),
);
}
Ok(Self {
raw,
_screen: screen,
_queue: queue,
})
}
/// Clear the render target with the given 32-bit RGBA color and depth buffer value.
/// Use `flags` to specify whether color and/or depth should be overwritten.
#[doc(alias = "C3D_RenderTargetClear")]
pub fn clear(&mut self, flags: ClearFlags, rgba_color: u32, depth: u32) {
unsafe {
citro3d_sys::C3D_RenderTargetClear(self.raw, flags.bits(), rgba_color, depth);
}
}
/// Return the underlying `citro3d` render target for this target.
pub(crate) fn as_raw(&self) -> *mut C3D_RenderTarget {
self.raw
}
}
bitflags::bitflags! {
/// Indicate whether color, depth buffer, or both values should be cleared.
#[doc(alias = "C3D_ClearBits")]
pub struct ClearFlags: u8 {
/// Clear the color of the render target.
const COLOR = citro3d_sys::C3D_CLEAR_COLOR;
/// Clear the depth buffer value of the render target.
const DEPTH = citro3d_sys::C3D_CLEAR_DEPTH;
/// Clear both color and depth buffer values of the render target.
const ALL = citro3d_sys::C3D_CLEAR_ALL;
}
}
/// The color format to use when rendering on the GPU.
#[repr(u8)]
#[derive(Clone, Copy, Debug)]
#[doc(alias = "GPU_COLORBUF")]
pub enum ColorFormat {
/// 8-bit Red + 8-bit Green + 8-bit Blue + 8-bit Alpha.
RGBA8 = ctru_sys::GPU_RB_RGBA8,
/// 8-bit Red + 8-bit Green + 8-bit Blue.
RGB8 = ctru_sys::GPU_RB_RGB8,
/// 5-bit Red + 5-bit Green + 5-bit Blue + 1-bit Alpha.
RGBA5551 = ctru_sys::GPU_RB_RGBA5551,
/// 5-bit Red + 6-bit Green + 5-bit Blue.
RGB565 = ctru_sys::GPU_RB_RGB565,
/// 4-bit Red + 4-bit Green + 4-bit Blue + 4-bit Alpha.
RGBA4 = ctru_sys::GPU_RB_RGBA4,
}
impl From<FramebufferFormat> for ColorFormat {
fn from(format: FramebufferFormat) -> Self {
match format {
FramebufferFormat::Rgba8 => Self::RGBA8,
FramebufferFormat::Rgb565 => Self::RGB565,
FramebufferFormat::Rgb5A1 => Self::RGBA5551,
FramebufferFormat::Rgba4 => Self::RGBA4,
// this one seems unusual, but it appears to work fine:
FramebufferFormat::Bgr8 => Self::RGB8,
}
}
}
/// The depth buffer format to use when rendering.
#[repr(u8)]
#[derive(Clone, Copy, Debug)]
#[doc(alias = "GPU_DEPTHBUF")]
#[doc(alias = "C3D_DEPTHTYPE")]
pub enum DepthFormat {
/// 16-bit depth.
Depth16 = ctru_sys::GPU_RB_DEPTH16,
/// 24-bit depth.
Depth24 = ctru_sys::GPU_RB_DEPTH24,
/// 24-bit depth + 8-bit Stencil.
Depth24Stencil8 = ctru_sys::GPU_RB_DEPTH24_STENCIL8,
}
impl DepthFormat {
fn as_raw(self) -> C3D_DEPTHTYPE {
C3D_DEPTHTYPE {
__e: self as GPU_DEPTHBUF,
}
}
}