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105 lines
4.8 KiB
C
105 lines
4.8 KiB
C
/**
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* @file framebuffer.h
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* @brief Framebuffer wrapper object, providing support for software rendered graphics.
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* @author fincs
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* @copyright libnx Authors
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*/
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#pragma once
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#include "../nvidia/map.h"
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#include "native_window.h"
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/// Converts red/green/blue/alpha components to packed RGBA8 (i.e. \ref PIXEL_FORMAT_RGBA_8888).
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#define RGBA8(r,g,b,a) (((r)&0xff)|(((g)&0xff)<<8)|(((b)&0xff)<<16)|(((a)&0xff)<<24))
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/// Same as \ref RGBA8 except with alpha=0xff.
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#define RGBA8_MAXALPHA(r,g,b) RGBA8((r),(g),(b),0xff)
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/// Converts red/green/blue to packed RGBX8 (i.e. \ref PIXEL_FORMAT_RGBX_8888).
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#define RGBX8(r,g,b) RGBA8((r),(g),(b),0)
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/// Converts red/green/blue components to packed RGB565 (i.e. \ref PIXEL_FORMAT_RGB_565)
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#define RGB565(r,g,b) (((b)&0x1f)|(((g)&0x3f)<<5)|(((r)&0x1f)<<11))
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/// Same as \ref RGB565 but accepting 8-bit components as input instead.
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#define RGB565_FROM_RGB8(r,g,b) RGB565((r)>>3,(g)>>2,(b)>>3)
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/// Converts red/green/blue/alpha components to packed BGR8 (i.e. \ref PIXEL_FORMAT_BGRA_8888).
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#define BGRA8(r,g,b,a) RGBA8((b),(g),(r),(a))
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/// Same as \ref BGRA8 except with alpha=0xff.
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#define BGRA8_MAXALPHA(r,g,b) RGBA8((b),(g),(r),0xff)
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/// Converts red/green/blue/alpha components to packed RGBA4 (i.e. \ref PIXEL_FORMAT_RGBA_4444).
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#define RGBA4(r,g,b,a) (((r)&0xf)|(((g)&0xf)<<4)|(((b)&0xf)<<8)|(((a)&0xf)<<12))
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/// Same as \ref RGBA4 except with alpha=0xf.
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#define RGBA4_MAXALPHA(r,g,b) RGBA4((r),(g),(b),0xf)
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/// Same as \ref RGBA4 but accepting 8-bit components as input instead.
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#define RGBA4_FROM_RGBA8(r,g,b,a) RGBA4((r)>>4,(g)>>4,(b)>>4,(a)>>4)
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/// Same as \ref RGBA4_MAXALPHA except with alpha=0xff.
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#define RGBA4_FROM_RGBA8_MAXALPHA(r,g,b) RGBA4_MAXALPHA((r)>>4,(g)>>4,(b)>>4)
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/// Framebuffer structure.
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typedef struct Framebuffer {
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NWindow *win;
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NvMap map;
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void* buf;
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void* buf_linear;
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u32 stride;
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u32 width_aligned;
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u32 height_aligned;
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u32 num_fbs;
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u32 fb_size;
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bool has_init;
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} Framebuffer;
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/**
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* @brief Creates a \ref Framebuffer object.
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* @param[out] fb Output \ref Framebuffer structure.
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* @param[in] win Pointer to the \ref NWindow to which the \ref Framebuffer will be registered.
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* @param[in] width Desired width of the framebuffer (usually 1280).
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* @param[in] height Desired height of the framebuffer (usually 720).
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* @param[in] format Desired pixel format (see PIXEL_FORMAT_* enum).
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* @param[in] num_fbs Number of buffers to create. Pass 1 for single-buffering, 2 for double-buffering or 3 for triple-buffering.
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* @note Framebuffer images are stored in Tegra block linear format with 16Bx2 sector ordering, read TRM chapter 20.1 for more details.
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* In order to use regular linear layout, consider calling \ref framebufferMakeLinear after the \ref Framebuffer object is created.
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* @note Presently, only the following pixel formats are supported:
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* \ref PIXEL_FORMAT_RGBA_8888
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* \ref PIXEL_FORMAT_RGBX_8888
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* \ref PIXEL_FORMAT_RGB_565
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* \ref PIXEL_FORMAT_BGRA_8888
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* \ref PIXEL_FORMAT_RGBA_4444
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*/
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Result framebufferCreate(Framebuffer* fb, NWindow *win, u32 width, u32 height, u32 format, u32 num_fbs);
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/// Enables linear framebuffer mode in a \ref Framebuffer, allocating a shadow buffer in the process.
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Result framebufferMakeLinear(Framebuffer* fb);
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/// Closes a \ref Framebuffer object, freeing all resources associated with it.
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void framebufferClose(Framebuffer* fb);
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/**
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* @brief Begins rendering a frame in a \ref Framebuffer.
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* @param[in] fb Pointer to \ref Framebuffer structure.
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* @param[out] out_stride Output variable containing the distance in bytes between rows of pixels in memory.
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* @return Pointer to buffer to which new graphics data should be written to.
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* @note When this function is called, a buffer will be dequeued from the corresponding \ref NWindow.
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* @note This function will return pointers to different buffers, depending on the number of buffers it was initialized with.
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* @note If \ref framebufferMakeLinear was used, this function will instead return a pointer to the shadow linear buffer.
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* In this case, the offset of a pixel is \p y * \p out_stride + \p x * \p bytes_per_pixel.
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* @note Each call to \ref framebufferBegin must be paired with a \ref framebufferEnd call.
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*/
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void* framebufferBegin(Framebuffer* fb, u32* out_stride);
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/**
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* @brief Finishes rendering a frame in a \ref Framebuffer.
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* @param[in] fb Pointer to \ref Framebuffer structure.
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* @note When this function is called, the written image data will be flushed and queued (presented) in the corresponding \ref NWindow.
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* @note If \ref framebufferMakeLinear was used, this function will copy the image from the shadow linear buffer to the actual framebuffer,
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* converting it in the process to the layout expected by the compositor.
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* @note Each call to \ref framebufferBegin must be paired with a \ref framebufferEnd call.
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*/
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void framebufferEnd(Framebuffer* fb);
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