citro3d  1.2.0
Data Structures | Macros | Enumerations | Functions
renderqueue.h File Reference
#include "framebuffer.h"
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Data Structures

struct  C3D_RenderTarget
 
union  C3D_DEPTHTYPE
 

Macros

#define C3D_DEPTHTYPE_OK(_x)   ((_x).__i >= 0)
 
#define C3D_DEPTHTYPE_VAL(_x)   ((_x).__e)
 

Enumerations

enum  { C3D_FRAME_SYNCDRAW = BIT(0) , C3D_FRAME_NONBLOCK = BIT(1) }
 

Functions

float C3D_FrameRate (float fps)
 
void C3D_FrameSync (void)
 
u32 C3D_FrameCounter (int id)
 
bool C3D_FrameBegin (u8 flags)
 
bool C3D_FrameDrawOn (C3D_RenderTarget *target)
 
void C3D_FrameSplit (u8 flags)
 
void C3D_FrameEnd (u8 flags)
 
void C3D_FrameEndHook (void(*hook)(void *), void *param)
 
float C3D_GetDrawingTime (void)
 
float C3D_GetProcessingTime (void)
 
C3D_RenderTarget * C3D_RenderTargetCreate (int width, int height, GPU_COLORBUF colorFmt, C3D_DEPTHTYPE depthFmt)
 
C3D_RenderTarget * C3D_RenderTargetCreateFromTex (C3D_Tex *tex, GPU_TEXFACE face, int level, C3D_DEPTHTYPE depthFmt)
 
void C3D_RenderTargetDelete (C3D_RenderTarget *target)
 
void C3D_RenderTargetSetOutput (C3D_RenderTarget *target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
 
static void C3D_RenderTargetDetachOutput (C3D_RenderTarget *target)
 
static void C3D_RenderTargetClear (C3D_RenderTarget *target, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth)
 
void C3D_SyncDisplayTransfer (u32 *inadr, u32 indim, u32 *outadr, u32 outdim, u32 flags)
 
void C3D_SyncTextureCopy (u32 *inadr, u32 indim, u32 *outadr, u32 outdim, u32 size, u32 flags)
 
void C3D_SyncMemoryFill (u32 *buf0a, u32 buf0v, u32 *buf0e, u16 control0, u32 *buf1a, u32 buf1v, u32 *buf1e, u16 control1)
 

Macro Definition Documentation

◆ C3D_DEPTHTYPE_OK

#define C3D_DEPTHTYPE_OK (   _x)    ((_x).__i >= 0)

◆ C3D_DEPTHTYPE_VAL

#define C3D_DEPTHTYPE_VAL (   _x)    ((_x).__e)

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
C3D_FRAME_SYNCDRAW 
C3D_FRAME_NONBLOCK 

Function Documentation

◆ C3D_FrameBegin()

bool C3D_FrameBegin ( u8  flags)

◆ C3D_FrameCounter()

u32 C3D_FrameCounter ( int  id)

◆ C3D_FrameDrawOn()

bool C3D_FrameDrawOn ( C3D_RenderTarget *  target)

◆ C3D_FrameEnd()

void C3D_FrameEnd ( u8  flags)

◆ C3D_FrameEndHook()

void C3D_FrameEndHook ( void(*)(void *)  hook,
void *  param 
)

◆ C3D_FrameRate()

float C3D_FrameRate ( float  fps)

◆ C3D_FrameSplit()

void C3D_FrameSplit ( u8  flags)

◆ C3D_FrameSync()

void C3D_FrameSync ( void  )

◆ C3D_GetDrawingTime()

float C3D_GetDrawingTime ( void  )

◆ C3D_GetProcessingTime()

float C3D_GetProcessingTime ( void  )

◆ C3D_RenderTargetClear()

static void C3D_RenderTargetClear ( C3D_RenderTarget *  target,
C3D_ClearBits  clearBits,
u32  clearColor,
u32  clearDepth 
)
inlinestatic

◆ C3D_RenderTargetCreate()

C3D_RenderTarget* C3D_RenderTargetCreate ( int  width,
int  height,
GPU_COLORBUF  colorFmt,
C3D_DEPTHTYPE  depthFmt 
)

◆ C3D_RenderTargetCreateFromTex()

C3D_RenderTarget* C3D_RenderTargetCreateFromTex ( C3D_Tex tex,
GPU_TEXFACE  face,
int  level,
C3D_DEPTHTYPE  depthFmt 
)

◆ C3D_RenderTargetDelete()

void C3D_RenderTargetDelete ( C3D_RenderTarget *  target)

◆ C3D_RenderTargetDetachOutput()

static void C3D_RenderTargetDetachOutput ( C3D_RenderTarget *  target)
inlinestatic

◆ C3D_RenderTargetSetOutput()

void C3D_RenderTargetSetOutput ( C3D_RenderTarget *  target,
gfxScreen_t  screen,
gfx3dSide_t  side,
u32  transferFlags 
)

◆ C3D_SyncDisplayTransfer()

void C3D_SyncDisplayTransfer ( u32 *  inadr,
u32  indim,
u32 *  outadr,
u32  outdim,
u32  flags 
)

◆ C3D_SyncMemoryFill()

void C3D_SyncMemoryFill ( u32 *  buf0a,
u32  buf0v,
u32 *  buf0e,
u16  control0,
u32 *  buf1a,
u32  buf1v,
u32 *  buf1e,
u16  control1 
)

◆ C3D_SyncTextureCopy()

void C3D_SyncTextureCopy ( u32 *  inadr,
u32  indim,
u32 *  outadr,
u32  outdim,
u32  size,
u32  flags 
)